Stylized Element Splash Package vol.2 #Unity #Stylized #Element #Splash #Package #Urp #Hdrp #Shader #Materials #Textures #Meshes #Prefabs #AssetStore
https://u3dn.com/packages/stylized-element-splash-package-vol-2-199031
Stylized Element Splash Package vol.2 #Unity #Stylized #Element #Splash #Package #Urp #Hdrp #Shader #Materials #Textures #Meshes #Prefabs #AssetStore
https://u3dn.com/packages/stylized-element-splash-package-vol-2-199031
Multi-Material Atlasing - Skinned Mesh Combine... #Character #Rigged #Animated #Meshes #Simple #Easy #Save #Atlas #Performance #Optimize #Skinned #Join #Merge #Combine #Mesh #AssetStore
https://u3dn.com/packages/multi-material-atlasing-skinned-mesh-combiner-with-data-save-139574
Realistic Elven Swords for Unity #Elvenswords #Realistic #Unity #Fantasy #Gamedevelopment #3Dmodeling #Textures #Materials #Meshes #AssetStore
https://u3dn.com/packages/realistic-elven-swords-for-unity-261767
#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
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