i am gonna need to try to model something that’s not just a bipedal-ish humanoid at some point but…
i am gonna need to try to model something that’s not just a bipedal-ish humanoid at some point but uhhh that’s also scary
so preach it baby preach
i am gonna need to try to model something that’s not just a bipedal-ish humanoid at some point but uhhh that’s also scary
working on a dragon but thinking about wing anatomy is scary so currently it’s just doing the pjackk
bof5 went further down the road of ‘dragons are engineered machines of war’ but a lot of that is already there in the bof4 concept art. odjn is just bof4 kaiser with a jet engine in his chest
eccentric-nucleus : bof4 did 3d model their dragons…. their concept art is incredible btw. love the weird glyph-scrawled energy beam wing thing they have going on
bof4 did 3d model their dragons….
it is funny to see which models get dumped from games. the spriter’s resource model page for FF8 has the models for every playable character except zell. whoever dumped dark cloud 2 dumped all enemies fully rigged and with all their animations (!!) except for the dragon and gemrons categories, which aren’t there are all. and the radiata stories page, well. there’s probably a…
the main impact AI stuff has had on my life so far is a huge number of incremental games that suck and don’t work ; royalroad being entirely drowned under incredibly generic even by their standards ai-written stories; and obnoxious infotainment websites like this wandering across my awareness every few weeks the through line here is like, it seems like mostly what AI is good at is elevating…
pros: kind of cool animated fire head shader cons: looks a little bit too much like shadow the hedgehog
looking at my old code, i think the way i solved nested wang tile subsets before was just “write a backtracking solver with a depth of 100”, which works i guess but isn’t really very satisfying. thinking about it now, i think there’s a way to… prefill the grid with tile permutation types (so e.g., “one of the [0,1] set” “one of the [0,2] set”…
okay i made a second tileset, basically [0,2] to the initial set’s [0,1]. now comes the part where i dig back into my old wang tile code to figure out how i got nested subset tiles working without contradiction. plus there’s all sorts of stuff about adding structures here instead of just randomly picking a tile; this is where WFC might enter into things. plus this is all still 2d, so…
i recolored the centers based on how many white/black edges they have. red = 1, orange = 2, etc up to purple = 5. 0 is black and 6 is white. this is completely pointless but it does reveal a bit of the structure, i guess
it works! (all the black and white hexes on the big grid are actually black half-hexes and white half-hexes that are getting lined up properly at the edges so it all tiles properly. since it’s a complete set of wang tiles, to make a tiling all i need to do is 1. check for extant adjacent tiles and match those edges and then 2. pick a color randomly for any unconstrained edges. and then just…
gdscript also does the javascript thing where -1 % 6 = -1 and imo this should be called straightforwardly and directly “a bug”. i have never in my life wanted -1 % 6 to be -1. the remainder should take the sign from the divisor, not the dividend. why would it ever be the dividend. that’s absurd!!!
i wouldn’t really say that i’m “good” at math but i think i’ve gotten pretty decent at the fundamental action of Doing Math, which is: looking at a giant mess of values and figuring out some pattern or structure that the values obey. math is less about like, “if a train going 50 mph leaves at 2:00…” and more like, hey if i have a weird shape and i…
i actually did some model messing-around-with and i think i might actually want to make the hex at the midpoint of the rhombic dodecahedron edges. which would rectify the hex grid into a trihex grid! so you get nice straight edges instead of the weird 120-degree back-and-forth zigzag edges. the problem with that is it changes the way the edge coloring works b/c now mirroring an edge would also…
well i got part of it working! specifically i got dynamic mesh mirroring and rotation working. but since i didn’t have a… color-tagged reference mesh base, or something, when i was working on the tileset i have no clue if i made them at the right rotation and mirroring in the first place. so i’ll probably have to do that, test with ‘definitive’ color-tagged ones, and…
really developing an appreciation for how creepy unexpected teeth look this crocodile alien has kinda-human dentition and it does not look good (positive) like everybody gives their scary monsters lots of canines, big fangs, etc. let me tell you i think incisors and molars where you’re not expecting them are a lot creepier
i feel like i gotta try a model that has wings b/c that’s the only major limb type i haven’t tried to model yet. but wings are very complicated. i guess they’re big weird hands mostly, but, you know.
it is funny how tempting it always is to just do the equivalent of a sketch. just start working on a new model! & ignore all the complicated stuff that happens with texturing and rigging! i mean i am still learning a lot about anatomy but it’s like. aaah there’s so much to actually learn