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I made a small node setup that is similar to 9-slice sprites but for 3D meshes. It prevents the 'corners' of the object from distorting when scaled. Also, you can assign vertex groups to prevent some parts of the object from scaling. Get here for free:

73,433 次观看 • 2 年前 •via X (Twitter)

10 条评论

thomas 🏔️ vandenberg 的头像
thomas 🏔️ vandenberg2 年前

did something similar in Unity! (with the ability to repeat the middle sections of the mesh)

Shahzod Boyhonov 🔶️ 的头像
Shahzod Boyhonov 🔶️2 年前

Wow, amazing! Did you make it in shader?

banquet 的头像
banquet2 年前

We did this at a startup like 6 years ago and I always wondered why it wasn’t a more common practice. Do the UV’s repeat in the stretchy bits or is it just vertex color? Amazing work!

Shahzod Boyhonov 🔶️ 的头像
Shahzod Boyhonov 🔶️2 年前

@donutlore It is just different materials. I couldn't figure out how to make UVs repeat. Thank you!

💀 的头像
💀2 年前

I tried to do the same thing and I couldn't and after days I ended up giving up, thanks for showing me the way, it's very well done and simplified!

Preston ¬‿¬ 的头像
Preston ¬‿¬2 年前

this would be a cool mode for 3d modeling software

Roll4d4 的头像
Roll4d42 年前

nice, thats 27 slicing? very cool, well done!

kivose 🏳️‍🌈 🇳🇱🏁🏴‍☠️ 💯🔥‼️ 的头像
kivose 🏳️‍🌈 🇳🇱🏁🏴‍☠️ 💯🔥‼️2 年前

awesome, very useful! any way to make it into a node tool or something?

Matmar Space 🇵🇱 的头像
Matmar Space 🇵🇱2 年前

Wow! That's such a great idea!

PEDRO THIERS 的头像
PEDRO THIERS2 年前

So cool! This should be native on 3d game engines

相关视频

** Sega Genesis 3D engine update 8.5 ** A smaller update - Scrolling left or right of the sprite based background is implemented along with X camera shifting of the 3d plane. The Exodus emulator has been used with sprite boxing enabled so you can see the background sprites making up the object ( their outlines ) and how they move to tilt the image . The background is made up of 112 sprites (51 are multiplexed in that number as the Genesis is limited to 80 without mulitplexing eg basically re-using sprite hardware as the screen is being drawn ) . In a 6 x 17 sprite grid of 16x32 pixel high sprites. If the tilt affect was not neccessary or only 1/2 the angle of tilt effect was needed, I could get away with 1/2 the number of sprites and just used 32x32 sprites instead. I think the tilt effect adds a bit to movement however. This is very similar to how a Neo Geo would build its backgrounds up - in 16 pixel strips however its sprites are tall as the screen or more but the concept of making backgrounds up in 16 pixel wide strips is similar. The NG uses sprites to build any background layers required. Here on the Genesis the reason is rendering is much faster using both the 3d planes and using a total sprite background for this engine. Initially i had a lot of things breaking when I tried to move the camera in the X dimension much , as i'd optimised the vertex transform path heavily and once beyond a certain camera offset the X value was wrapping around causing a lot of breakage in the rendering. Thankfully solved that issue without marginal impact to cpu . It still needs work , perspectives are a bit wrong etc but it won't be hard to fix. Also found some rendering speeds ups, about 8% by optimising fully onscreen quads and optimising the clearing of the frame buffers more efficiently. Toni Gálvez - Megastyle - BG. has been hard at work on HUD elements and more 3d models so will have something to show for that soon. #SGDK #SegaMegadrive #SegaGenesis

Shannon Birt

21,240 次观看 • 24 天前