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My first 3D model!!! >:D I will soon open 3D modeling commissions!! 🔥🐐🖌 Thanks for sharing!!! #3d #3dmodel #organicmodeling #zbrush #blender #sculpture #3dsculpture #sculpted #furry #furryart #furryartist #cartoon #fanart #dianefoxington #thebadguys #tonimatzo #toni_matzo

12 Kommentare

Profilbild von 🔞Juanp1ARTS🔞 OPEN COMMISIONS (2/3)
🔞Juanp1ARTS🔞 OPEN COMMISIONS (2/3)vor 1 Jahr

Buen trabajo, enserio bro.👏🫶 ...PERO te faltaron las tetas, más culo y más belly.

Profilbild von Toni Matzo!
Toni Matzo!vor 1 Jahr

BRUUUUUH!!!!!!

Profilbild von South Shore Designs
South Shore Designsvor 1 Jahr

Unique canvas art pieces blending creativity and inspiration, perfect for adding character and charm to any room. Each design tells its own story, making your space truly one-of-a-kind. #walldecor #canvasart #homedecor #artforsale #artlovers #homestyle #artprints

Profilbild von Ocelot
Ocelotvor 1 Jahr

Hype

Profilbild von Toni Matzo!
Toni Matzo!vor 1 Jahr

🐐🔥🔥🔥

Profilbild von Scaly
Scalyvor 1 Jahr

Woooooh, por fin !!, foxlington con cola en su traje siiiii

Profilbild von Toni Matzo!
Toni Matzo!vor 1 Jahr

La nta si lo requería xD. Se ve bien rara si nella.

Profilbild von Kitty BackPack
Kitty BackPackvor 1 Jahr

i would absolutely rig and animate this

Profilbild von Jake the Coastie Doggo
Jake the Coastie Doggovor 1 Jahr

This came out awesome! Great work!

Profilbild von Toni Matzo!
Toni Matzo!vor 1 Jahr

Thank youuu!! 🐐🔥

Profilbild von ~}~ Arii the Maned Wolf ~{~
~}~ Arii the Maned Wolf ~{~vor 1 Jahr

That's crazy good! Ok now what's the craziest thing you've done with 3d stuff so fsr? Surely you've made someone into an orb.

Profilbild von Toni Matzo!
Toni Matzo!vor 1 Jahr

They are just my first jobs!

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Stefan 3D AI

12,280 Aufrufe • vor 15 Tagen

vibe coding metahuman with threejs and codex: spitting FACS ok, i'll admit 3D modeling has a lot of depth, going from a cube to a full facial action coding system is.. a lot of work, but really it isn't all that hard to learn like some people want you to believe it took me about 10 evenings to go from scratch (no idea how to even model in blender beyond the famous donut) to a working rigged and shape keyed expression system the actual vibe coding parts are very manageable, i'm not even hitting any session limits the past week since codex is basically just reading the glb file and it writes the drivers to have a full animation system in a single turn after that i usually notice that some things don't look as professional as i like it to be, followed by codex sending my ass back to blender and telling me what i need to do to make it better so here we are, the expression system is still very very simplified, no micro expressions yet and i believe i will need probably 500+ shape keys to actual achieve realism, but why not? Doing the 52 ARKit expressions for this demo wasn't too hard either, just tedious and boring The final driver in the demo uses a mix of bone movements and blendshapes to smoothly animate the face I might mix up some terminology here but i usually do cause it's been like what, 10 days since i started? Guess next up i'll look into face deformation parameters and then we'll move to the fun part of skinning. Once the head/neck area works (hairs are also still missing), full body next and finally LOD systems and we can call it a day Demo (pls use a desktop i'm not optimizing the ui for mobile):

robot

29,357 Aufrufe • vor 4 Monaten

It's finally time for the massive update I know EVERYONE has been eagerly waiting for... Presenting to you over 6 straight minutes of spliced footage directly captured from my actual physical Sega Dreamcast... RUNNING THE LATEST BUILD OF OUR SONIC MANIA PORT!!! I can't even begin to describe to you how polished and fantastic it's starting to feel... as though it belonged on the Dreamcast all-along... Thanks to the hard work of jnmartin, sonicfreak94, and a few others, not only is the Dreamcast port nearing completion, but... wait for it... THE 3D STAGES THAT STRUGGLED ON EVERY UNOFFICIAL PORT ARE NOW ALL RUNNING FULLSPEED!!!! Trust me when I say that this took an absolutely ENORMOUS amount of effort from jnmartin and the crew to pull off, considering the low-end for this game was the original Nintendo Switch, and ports running on consoles with twice our processing power struggled to run these levels fullspeed. The first and most obvious thing is that the 3D software renderer was ditched and all rendering was done natively with our PowerVR GPU... which actually wasn't as simple as it sounds. The tilemaps for these levels have had to be tessellated into a bajillion PVR quads and transformed and rendered as individual polygons to look correct and run faster than a slideshow. Mr anonymous Ocarina of Time chad developer came up with a pretty slick LoD scheme for drawing tiles closest to the player at 1x1 pixel sizes with sizes increasing with distance up to 2x2 and 4x4 pixels, allowing them to reduce the overall number of tile vertices that have to be transformed by the SH4 CPU and submitted to the PVR GPU, by strategically keeping the majority of the polygon detail closest to the camera, with detail decreasing as the tiles get further away. Next, the 3D geometry was preprocessed and converted from being triangle-based to being triangle-strip based, drastically reducing the number of vertices per model that our 200Mhz SH4 CPU had to transform (with plain integer arithmetic and no FPU vectorization, since this is all slow-ass fixed-point integer math)! Finally, it was discovered that the lighting was a disproportionately significant contributor to the TnL load on the SH4 for processing vertices. Jnmartin came to the realization that 99% of the time only the Y axis direction is considered for lighting equation intensity with just a white color. So this simplified lighting model got baked into the renderer, which gave another round of gainz. So in the end, after all of this work came together, a draw distance of 75% the distance of the retail Sonic Mania versions was achieved for the decorations, plus the character models have their full geometry count and have not been simplified on a freaking Sega Dreamcast with a 200Mhz SH4 CPU and only 16MB of RAM! 🔥

Falco Girgis

88,952 Aufrufe • vor 6 Monaten

** Sega Genesis 3D Engine Update 8 ** Significant improvements all round as you can see and hear from the last update !! Foremost - A huge thanks to Toni Gálvez - Megastyle - BG. who has joined the project to create a bit of 16bit low poly magic. Toni's an Amiga fan but also crazy about game dev in general, he's worked on GBC, GBA, PC, MD, PSP, C64, CPC, MSX... and others. Gaming titles include War Times, Metal Gear, Rocketman, Tintin & Asterix to name a few. He's provided the great new ship model you see on screen - new striped buildings, all the backgrounds / palettes etc. There's a lot of models he's given me which need to be added, also he will be planning a lot of the level design. Very happy to have him help me turn this into something more than a tech demo as I have my hands tied pushing the MD as far as it can go haha - there is no cpu cycle to be spared. Also many thanks to my good friend CYBERDEOUS - Crouzet Laurent for the Music for this showing , I wanted to have the music load occurring so we have a realistic benchmark for performance and he was only too obliging. If you're into MD chiptunes check him out !! Since last update : New player model , substantially more detailed than the Arwing. Last update had a 23 triangle Arwing , this update has a 39 triangle custom model from Toni. We had several to choose from , others will be used for enemies . 3D Buffer size increased 25% to 256x160. This was quite tricky as I'm close to the DMA limit even with an extended vblank . Spent a few days thinking of how to do this as like anything retro every solution has a drawback, finally got a workable solution. It makes a big difference to have a bit more vertical height . Z Rotation added ( the screen tilting left to right ) , small hit to vertex transform on cpu thanks to look up tables doing the heavy lifting, saving 4 multiplies per vertex. Multiple speed ups in rendering code. Onscreen paths with no range checking used until Z is close enough to cause clipping , partial onscreen drawing pathes that need to check boundaries, quad rendering completely rewritten - was very very painfull to get right . I found out the hard way that things are great when they are not rotating in the Z axis haha . Partial buffer draw optimisations - which have helped with the massive dma load , sending up to a 20kb buffer in a single frame needs a lot of optimisation. Min / Max tile lines are analysed and only sent if dirtied , reducing most buffer swaps substantially. Still some issues to sort out , at times you can see the flicker near top of screen when frames are near full height . I need to optimise that a bit. Due to the onscreen buffer system a full Sprite background had to be implemented almost Neo Geo style. This flips the usual MD rendering system on its head as it uses both foreground and background layers for a foreground 3d plane and sprites for the background. This presents a few issues, one is to get a tilt effect on the background by using narrow sprites (16x32) we run out of sprites when trying to cover the screen. Thankfully the MD is not limited to 80 sprites, to fix this a 114 sprite multiplexor is used to draw the background, its completely made up of 16x32 sprites ! Why do things this way ? speed . Its the interleaved foreground/background layers that allow a double buffered ram system writing to write to vram using dma in a completely linear fashion - virtually no tile translation needed. The negative is you have no planes for the background, that's where the sprites come in . Thanks to H40 mode we still have a few sprites we can use for effects in the forground also . Thankfully we can implement a fairly good tilt still for the background using sprites, in future updates this will be able to move horizontally also and a bit of vertical movement. XGM1 music driver in use to simulate music cpu load, XGM2 unfortunately with the massive DMA needed to shift the 3d buffers would slow down at times rendering it unusable, XGM1 plays at full speed - albiet with a bit more of a cpu hit. Together with the sprite multiplexor and the music driver active theres a 10 % hit to cpu so I've had to play around with draw distances / object heights and other optimisations to offset that. Not to mention the larger buffer takes more cpu to fill also. Everything is placeholder so will be changed with proper stage design. We are averaging 20 FPS in the current video, I'll push for more as always !! Progress continues on my other projects , updates soon on those - retirement can't come quick enough . #SGDK #SegaGenesis #SegaMegadrive

Shannon Birt

35,108 Aufrufe • vor 2 Monaten

I vibe coded and built a sprite animation pipeline 🛠️ (Day 22 of making the engine+game) ⬇️ Watch the video if you don't wanna read the wall of text - it directly shows what I do. Shoutout to Jidé ✨ for showing me a paper on black/white combination to get alpha, it's the cleanest method yet, and to Cursor for enabling this entire journey. If you prefer the wall of text here you go: The hardest part of using general image models for 2D sprites isn’t getting a nice-looking frame, it’s getting consistent motion across a whole sprite sheet. You can fake a sheet, but frames won’t align, timing drifts, and you end up with weird artifacts. Even if you manually cut frames + interpolate, the animation often looks “off” because each frame is basically a new interpretation, not the same character evolving over time. This is especially noticeable with public API models like gpt-image-1.5 and Nano Banana. Some custom LoRAs for open models exist, but this is intended for less techy folks. My workaround: use a video model first, then post-process into a sprite sheet. Render the animation over a solid background (white/black/magenta/green), then chroma-key it out (my engine tool supports this). If the motion stays inside the silhouette, this works surprisingly well. You can do this in almost any video editing software too! The catch: keying almost always leaves an “aura” (edge spill). My best results come from interpolating the keyed animation with a clean base sprite, so you keep crisp edges and only “borrow” motion/detail where needed. If the animation extends outside the silhouette (tree branches, hair wisps, foliage), I usually skip “true sprite animation” and do it with shaders instead. Keying can’t fully remove halos there, no matter how much feathering/tuning you do. Another annoying issue: pixel corruption. AI rarely generates a perfectly flat background (pure #000000 or #FF00FF). That tiny noise breaks clean extraction and creates crawling garbage pixels around the subject. For clean base sprites (and even PBR maps), a useful trick is generating the same asset on white + black backgrounds and deriving alpha from the difference. This is basically a matte workflow: white = opaque, black = transparent. It fixes aura… but you’d need it per-frame to fix animation, which is still hard. For simple pixel art (single-digit frames), you can sometimes generate a sprite sheet, then ask the model to recreate it on black/white while preserving alignment… but it’s still manual-heavy. Honestly, at this point, for some projects it’s easier to go 3D → 2D and render clean sprites/maps directly. But I still love pushing “pure 2D” and seeing how far we can take it. Thanks for reading! Follow/bookmark/repost if interested in this kind of content!

Startracker 🔺

20,181 Aufrufe • vor 8 Monaten

Congratulations ZackeryFox🌏2️⃣👽 for your 2D concept art submission our team then took & brought to life in 3D for #Earth2🌍✌️This skin took longer given the detail & quality of the modelling but was definitely worth it! Read below for more important details & updates: The first variations of #CybercoreX will drop in about 8 hours. As mentioned in the article when we first started releasing skins, after #E2V1 officially launches we will be cutting back on #LimitedEdition skins & will predominantly focus on unlimited skins. In some cases these future unlimited skins will not be available for resale. This was always the plan as these early #LimitedEdition skins were released especially for early supporters. We will still release #LimitedEditions from time to time, but if & when we do so it will be at higher prices - which has also been mentioned numerous times in the past but I am just providing this as a reminder. I think we have 2-3 Limited Edition skins remaining before we transition into the standard skin system with unlimited skins & periodic availability - so there are not many left and these final Limited Edition drops will contain a few more rarer variations. #CybercoreX took a lot of additional work & team members strongly suggested the skin should be sold at a premium price, however I decided to keep the pricing in line with the other pre-#E2V1 Limited Edition releases. It is also important to note that as with many of the other Limited Edition skin releases with guns, the assault rifle & pistol will be sold separately. I'd also like to provide a quick update on the #E2V1 public release. The results from the initial testing group have been good so far, there are some issues we are working on fixing but nothing major. Considering it was our very first ever software release of the #Earth2 Launcher AND #E2V1, anyone with real experience releasing major software products would agree it went very smooth. Some #Players downloaded the launcher and were inside #E2V1 within 20 mins without any issues! You have major game or software developers releasing products after decades of experience & a million things go wrong .. often simple things .. our release was the dream type scenario & a real testament to our teams dedication, talent & ability! I'd like to include the option to spawn #avatars for the pre-alpha public release. The team has implemented the majority of this system with a few things remaining, which are actively being worked on at present. I just want to be clear that this NOT the avatar spawn system you have seen in demo videos to date where we just randomly spawn an avatar anywhere, that is simple & we could easily release that specific feature but it was only for demo purposes to showcase avatars can spawn anywhere in the world. To be transparent, what we are working to release now is the actual avatar spawn system intended for long term use where Players need to synthesise their #avatar from their #Mentar on their property to begin its actual life inside #E2V1. It's important to point out this involves numerous API integration, UI/UX updates and is not a simple random spawn. We anticipate there will almost surely be a number of potential bugs with this release so the plan is to first have it released to testers (WITH BUGS EXPECTED!) then stabilise & prepare for the public #E2V1 release. If you see people publishing footage of bugs online, remember we are in pre-alpha which we released to testers less than a month ago & testers are there to help us test and find issues we need to resolve. Our team is committed to fixing any major problems as they arise to improve the platform and keep moving forward. We should have avatars into the hands of testers this week. Remember, once you are inside your avatar you will not have that free camera flying ability. This makes teleportation very important for #Players who want to travel to different locations. So we will also need to start testing the teleportation system, and there is some potentially exciting news I have been keeping close to my chest which will soon be revealed. As always, thanks for your patience and support! Remember, we are literally less than one month since releasing #E2V1 to testers (less than a month ago there were still those who claimed we pre-rendered everything) so these are still early days! It may feel a little slow at first but we plan to release things to do inside of #E2V1 progressively and before you know it there will be too much to do! #Earth2 #Metaverse #E2V1

Shane Isaac 🌍2️⃣

14,113 Aufrufe • vor 1 Jahr

Special thanks to Google DeepMind for inviting me to try out Genie 3. I'm excited to share my thoughts on this early research prototype and also some of my live recordings below: I spent the whole day playing with the system and when it works, it is truly mind blowing🤯. It is the first neural game engine / world model I have tried that generalizes so well and has long term world consistency. Here’s a couple of examples from my live recording and some thoughts on what it means for the future of gaming, robotics, digital experiences and ASI. Where it shines: - Truly general-purpose and quick startup time. Works exceptionally well for gaming environments but also generalizes to other industrial and real-world scenarios. - It learns physics. Although there are systematic failures even for rigid body physics, it was clear to me that it can learn game engine and non-rigid physics without an underlying engine (and in limit learn from game engines via training data). - It works exceptionally well for stylized environments with characters walking around. This will have implications for concept artists, level designers and game devs. - It is way more fun than video models, indicating that there are high retention consumer experiences waiting to be built with this in the future - Photorealistic walk throughs and drone shots work exceptionally well - Global illumination and lighting works surprisingly well - Visual memory is quite powerful and the same objects approximately remain coherent under occlusion and longer time horizons Open Problems: - Physics is still hard and there are obvious failure cases when I tried the classical intuitive physics experiments from psychology (tower of blocks). - Social and multi-agent interactions are tricky to handle. 1vs1 combat games do not work - Long instruction following and simple combinatorial game logic fails (e.g. collect some points / keys etc, go to the door, unlock and so on) - Action space is limited - It is far from being a real game engines and has a long way to go but this is a clear glimpse into the future. The Future: - It is impressive enough for me to have strong conviction that this is going to disrupt the gaming industry. It is super early days and there are a lot of failures but the writing is on the wall. Lots of challenging scientific, engineering and scaling problems to be solved but it is going to happen in the next 5 years. - This is the final piece before we get full AGI and now I think we are well on our way to truly solve it once something like this is scaled up. In many ways it is more ASI than AGI but this is a matter of definitions. The fidelity and generalizability will reach human-level and quickly surpass humans - People are going to combine this with 3D AI and LLMs to build AAA games.

Tejas Kulkarni

88,083 Aufrufe • vor 1 Jahr

What happens when the mind wakes up? So for the last eight months I have been on a single minded quest. To create a new kind of language model based on oscillatory coupling and intelligence as coherence ascent. Everything else — the physics work, the work on regular transformers — has all fallen out from this one question. Can coupled oscillators LEARN? And can they keep learning once their geometry is right, without backpropagation at all? Recently I have been running larger and larger training regimes of a new kind of hybrid model. I just put together this dashboard to help me organize it, interact with it, and observe the training runs. The core idea is simple. Traditional transformers are powerful at learning the geometry of language. But they also store knowledge, understanding, and facts inside their weights. This means they are large, and they can't update themselves after training. The weights are frozen. The Living Mind separates these two domains. The mind has a transformer which grows, adding heads and layers as it needs to in order to learn the manifold of language. The transformer sees tokens and turns the coupling into phase-locked modes — the geometry of how those tokens relate, like frequencies locking together. These coupling patterns get stored in a topology-invariant fingerprint. On top of this transformer lives a 3D diamond lattice of coupled oscillators. It reads from these fingerprints and thinks in resonance space, traversing from one geometry to another along the manifold of coupled oscillators and coherence. The pressure and trajectories from this network of oscillators steers the next token prediction of the transformer. Practically, this could unlock a number of things. It eliminates the KV cache bottleneck that caps context in traditional transformers. Effective context grows with the Flash archive, not with attention compute. The living mind remembers what it sees. It means the model can learn continually. Because knowledge and understanding don't live in the weights, the archive of the mind's experience grows without backpropagation. In our Python prototype we already saw perplexity drop 46% during gradient-free operation — pure coherence ascent, no weight updates. That is the signal I have been chasing: the point where the mind wakes up and keeps improving on its own. It also means the model itself remains very small, and the thing which accumulates are these packages of geometric fingerprints — the K-field. This opens a path to federated learning. K-field packages can be shared between organisms the way people share git commits. Right now at 15M parameters with ~1000 L1 nodes, the organism is just starting to speak. Ask it to continue "Once upon a time" and it comes back with things like: "there was one big bowl!" Lily asked her her mom said her mommy smiled and said yes." It's nonsense. But it's TinyStories-flavored nonsense. The geometry of the narrative register has arrived. Content hasn't caught up yet — that's what scaling L1 is testing. I am still researching, though I am now closer than ever to validating that the living mind actually works. Once it is validated, I will be open-sourcing the whole stack and paradigm. I have also avoided over-sharing my research because it sounds like sci-fi, or like part of our ARG. It is part of the ARG. That doesn't make it any less real. I wanted to share this out because I am incredibly excited about it, and because seeing this amazing dashboard produced by Opus really made me want to share what is being worked on behind the scenes. #project89

Parzival - ∞/89

16,335 Aufrufe • vor 5 Monaten