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Here we go! A timelapse showcasing the 3D gradient texturing process for the Sci-Fi Cozy Café ☕ This texturing method is a highly optimized 3D technique designed for mobile games 📱 Thanks a lot to Stefano Andrieri 🔜 Gamescom for the Concept Art Reference! #MobileGames #LowPoly #Blender

129,565 次观看 • 1 年前 •via X (Twitter)

11 条评论

Wiz 的头像
Wiz1 年前

@AndrieriStefano How do you make the color pallete texture?

Vicente Moscardó Ribes 的头像
Vicente Moscardó Ribes1 年前

@AndrieriStefano I usually pick colors manually from the reference using the Eyedropper and Gradient tools in Photopea. It typically takes me around 15 minutes to create the texture map depending on the complexity.

Page to Pixel Publishing 的头像
Page to Pixel Publishing2 年前

The Art of Flight is a homage to 80s/90s arcade action shmups with a fresh twist on the genre. Pilot multiple ships at the same time to take on oncoming waves of enemies in this fast paced space shooter. Wishlist on Steam today!

felseven 的头像
felseven1 年前

@AndrieriStefano Great work!

Vicente Moscardó Ribes 的头像
Vicente Moscardó Ribes1 年前

@AndrieriStefano Thanks a lot!! 🙌🙌

Alex 的头像
Alex1 年前

@AndrieriStefano Really appreciate when creators take the time to record and share their process! You don’t have to but it’s so valuable to others who are learning. Thanks!

Vicente Moscardó Ribes 的头像
Vicente Moscardó Ribes1 年前

@AndrieriStefano You’re welcome! I think a lot of artists tend to normalize the process, but to me it still feels like magic ✨ (especially when you see it come together)

ANTHONY CADETTE 的头像
ANTHONY CADETTE1 年前

@AndrieriStefano amazing work man

Vicente Moscardó Ribes 的头像
Vicente Moscardó Ribes1 年前

@AndrieriStefano Thanks!! 🙌

Joe 的头像
Joe1 年前

@AndrieriStefano I love this style so much!

Vicente Moscardó Ribes 的头像
Vicente Moscardó Ribes1 年前

@AndrieriStefano Thanks!!

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DreamCraft3D: Hierarchical 3D Generation with Bootstrapped Diffusion Prior paper page: present DreamCraft3D, a hierarchical 3D content generation method that produces high-fidelity and coherent 3D objects. We tackle the problem by leveraging a 2D reference image to guide the stages of geometry sculpting and texture boosting. A central focus of this work is to address the consistency issue that existing works encounter. To sculpt geometries that render coherently, we perform score distillation sampling via a view-dependent diffusion model. This 3D prior, alongside several training strategies, prioritizes the geometry consistency but compromises the texture fidelity. We further propose Bootstrapped Score Distillation to specifically boost the texture. We train a personalized diffusion model, Dreambooth, on the augmented renderings of the scene, imbuing it with 3D knowledge of the scene being optimized. The score distillation from this 3D-aware diffusion prior provides view-consistent guidance for the scene. Notably, through an alternating optimization of the diffusion prior and 3D scene representation, we achieve mutually reinforcing improvements: the optimized 3D scene aids in training the scene-specific diffusion model, which offers increasingly view-consistent guidance for 3D optimization. The optimization is thus bootstrapped and leads to substantial texture boosting. With tailored 3D priors throughout the hierarchical generation, DreamCraft3D generates coherent 3D objects with photorealistic renderings, advancing the state-of-the-art in 3D content generation.

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161,530 次观看 • 2 年前