Good Food Coming Soon
Canton, SD
Posts by Skell
Spiked ball model again, but with vertices and edges drawn as a visible wireframe. The "marked sharp" edges (most of which are on/around the base of each spike) are colored cyan or red.
For reference, here's the model with visible vertices. All of the cyan/red edges are marked sharp.
Blender screenshot of my spiked ball. It looks nice and smooth at most of the parts that you'd expect to be round, yet sharp at the edges you'd expect to be clearly defined.
Ditto, but all "sharp"-marked edges now treated as smooth. The main sphere mesh now looks lumpy and irregular where it meets the base of each spike, and the spikes themselves (somehow???) look more angular instead of rounded.
I'm glad I was already aware of the concept of marking edges as "sharp" before trying 3D modeling. Because if I didn't, I think I'd have gone insane trying to figure out why everything I make looks so fucked.
First is with certain edges marked as sharp; second is with all edges treated as smooth.
Same spiked ball, but looking a bit more finished. Every spike is neatly aligned with a corresponding pink line. (Well... more or less. The diagonal spikes gave me a lot of trouble because the angles were not ones that Blender was inclined to cleanly snap to. So I ended up just manually adjusting their rotation, decimal-by-decimal, until the discrepancy was virtually imperceptible. There's probably some tool or trick I don't know about that would've been way more efficient, but I had to make do okay)
Everything's Connected
A cropped Blender screenshot. It's an orthogonal view of an unfinished model of a spiked ball, surrounded by a large, pink wireframe. Three converging measuring tape lines have been drawn between some of the wireframe's vertices. All three of them are labeled with the exact same length: "9.5547 m".
We Will Find The Angle
blender is making me feel like Redesign Your Logo
it’s a big milk chocolate bunny with a pale blue ribbon around its neck. also I’m grasping my hand around it.
going to Eating this thing shortly
I know what they look like.
is that a hyrax on the bottom left
why is my first thought hearing this voice
it is my birthday today!!! my only ask is your renewed support. thank you for helping me make it this long <3
ko-fi.com/ichorplus
friendslop
Transcript: WEB PAGE: Dots | Gameswoof - Webspedition. DAFFODIL: No! He's about to win! GRASSY: Oh, shoot. Well I am getting a lot better, though. ASTER: Grassy, what is it that I'm looking at now? GRASSY: Oh, well when you lose, they play an animation of your avatar getting made into a French dip. GRASSY: Now they're dipping me.
Getting Better at Games ♟️
grassyvalley.thecomi...
kirkland signature beast milk
its impossible for me to get a job that will actually pay enough to survive right now so anything you can provide to help I would be eternally grateful gofund.me/3e65fee0a
Graffiti in hell
Graffiti in hell
Game: Hot Dog Eating Contest
Console: Nintendo Wii
Created by: mrshanko
Uploaded on: October 21st, 2009
29th birthday today. little scary but at least for the next year whenever this song comes up in my foobar I can point at the screen. www.youtube.com/watch?v=aV8c...
Curl Up & Dye
Bowdon, GA
Jackbox 11 Doominate screencap: " WAYNER ADIOTV BAAULP IS WHITE HEAVEN IS CHINESE"
scrimbling my blimbus. having a sona is sooo fun i love my stupid bastard daughter who is also me
accidentally included the same picture twice in the second post, so here's the corrected version.
last one is rather vile.
incoming jackbox highlights from a few days ago.
How the crossbow viewmodel appears when the player's view pitch angle is 0 degrees (looking "straight forward"/parallel to the horizon).
How the crossbow viewmodel appears when the player's view pitch angle is ~ 89 degrees (looking as close to "straight down" as the game allows).
How the crossbow viewmodel appears when the player's view pitch angle is ~ -89 degrees (looking as close to "straight up" as the game allows).
I've been going nuts lately trying and failing to find whatever chunk of code in the Source engine makes the viewmodels in HL2 adjust their offsets based on how far up/down you're looking.
It's made extra obtuse by the fact that (IIRC) very few non-HL2 Source games use this behavior.
Reason move_and_slide has been causing me grief in the first place is b/c I started work on a custom solution for handling upward stair steps—and needing to handle that logic either entirely before or entirely after the full move_and_slide call has made it that much more awkward to implement.