Real World - Elven Swords | 3D Weapons | Unity Asset Store

Elevate your workflow with the Real World - Elven Swords asset from SilverDelivery. Find this & other Weapons options on the Unity Asset Store.

Desde hoy la comunidad mundial de Meshtastic nos ha creado un sub-espacio en
Matrix, para la comunidad de habla-hispana.
El Espacio Matrix: #spain:meshnet.club
y de momento tenemos esta sala #meshtastic-spain:meshnet.club
con el tiempo pondremos mas para cada ciudad y region!
#meshtastic-spain #meshtastic #hackers #hacking #radio #decentralization
#culturahacker #meshes #reticulum

#GameDev #ComputerGraphics #Normals #Meshes I am already well familiar with the concepts of vertex and face normals, and I know ways to calculate them for simple, or even quite complex cases. Simple being all smooth, or all facetted. Moderately complex being where we have some sharp and some smooth edges, maybe based on an angular threshold, and can share or split verts/normals accordingly.

But... but... what do we do when the mix of sharp and smooth edges is ambiguous, like in the picture. The red edge is sharp and the three blue ones are smooth, so how do we treat the 4 polygons where they meet at the vertex? There is no clean division between polys which connect smoothly and ones which should be separate rotating anticlockwise from A to D, all the edges should be smooth, so A should share a normal with B, and thus with C and eventually D, but going the other way, from A straight to D, we'd like the line to be sharp and we'd like them not to share. Obviously we can't have both. It's a puzzler...

🏛️ Da die Frage mehrfach aufgekommen war: Wir haben in #NFDI4Objects eine Arbeitsgruppe zu #3DAnnotation.

ℹ️ Weitere Informationen sind hier zu finden: https://www.nfdi4objects.net/portal/twgs/3d-annotation/

#nfdi #nfdirocks #3DDaten #3D #Meshes #WebAnnotationModell #Kulturerbe #heritage #digitalheritage #DHd2025 @hubertmara @kacebe

3D-Annotation von Meshes mit dem Web Annotation Data Model

NFDI4Objects

Added spline-to-spline mesh deformation. 🌶 Vertices mapped by distance to splines & their pose + twist. Useful for other procedural generation like tree branches, flowers, plants ☘️🌴🌲🪴🌳 etc. And it's really fun ^^

#godot #procedural #indiegamedev #gamedev #indiedev #splines #meshes #deformation

With https://gltf.report/ , you can quickly preview and inspect #meshes and #textures that appear in a #glTF asset. It also reports details about the types, structure, and memory usage of meshes and textures.
glTF Report

Viewer, analysis tool, script editor, and validator for 3D models in glTF 2.0 format.

The 24th China(Guangzhou)Int’l Plate metal,Bar, Wire,Laser Equipment and &

The 24th China (Guangzhou) Int’l Platemetal, Bar, Wire, Metal Processing & Setting Equipment Exhibition. 11.-13. May 2024. Read more and register to receive a free ticket

China Business Forum
The 24th China(Guangzhou)Int’l Plate metal,Bar, Wire,Laser Equipment and &

The 24th China (Guangzhou) Int’l Platemetal, Bar, Wire, Metal Processing & Setting Equipment Exhibition. 11.-13. May 2024. Read more and register to receive a free ticket

China Business Forum