Test to see if I can post this

Kaledo Art
he wasn't even looking at me and he found me
One Nice Bug Per Day
Cosmic Funnies
"I'm Dorothy Gale from Kansas"
noise dept.
tumblr dot com


JBB: An Artblog!


blake kathryn
we're not kids anymore.

titsay

ā
taylor price
dirt enthusiast
i don't do bad sauce passes
AnasAbdin
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@colonthreeenterprises
Test to see if I can post this

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch ⢠No registration required ⢠HD streaming
Reblog to show your support for NSFW Artists, who deserve better than having their art censored/removed because of a badly thoughtout idea
So much for this place. I fear my game will cause me to get banned because it involves swearing, shooting, killing, drugs and crime. ;W;
In any case, a reminder that I am still on Twitter, posting mostly the same as here, except not as verbose:
https://twitter.com/Colonthreee
I wish I could find a way to use the wireframe-outline effect in the editor in the game, but so far all the sobel and vert based alternatives I have found did not manage to recreate this result... ;w;
Happy, hyperactive trees thanks to andyduboc and Renan-Bomtempo. This was way too fun to not make a GIF of. ;w;

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch ⢠No registration required ⢠HD streaming
To keep a ragdoll in Unity upright while using gravity, this is how you can do it per rigidbody. The multiplier is currently just for debugging, but can be used to counter the force effect. :3c
You know they sayĀ āfake it until you make it.ā
Well, I only ābreak it until I make it.āĀ
;w;
The good olā ragdoll stresstest featuring 240+ ragdolls, and oh me, oh my, the performance isnāt pretty... Thereās tonnes of room for optimisation here. ;w;
Iāve finally started on the procedural animation part, and debugging is magical. ;w;
I have just added another building to the game, a coin laundry in the shape of a bar of soap. :ā3c
I still need to create its interior bits.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch ⢠No registration required ⢠HD streaming
I included a little reference to Derek Smart and Star Citizen. :3c
I can now emit light from parts of the material based on a threshold so I don't have to use separate materials. :3cĀ
Ā The code (where ācā equals ātex2D(_MainTex, IN.uv_MainTex) * colourā):
o.Emission = lerp(emissionColour.rgb, fixed3(0, 0, 0), step((c.x + c.y + c.z) * 0.333, emissionThreshold)) * emission;
Oh my, over 800 followers! :3
I havenāt checked my follower count here in a long time, and am surprised to see I have so many followers. 802 to be precise.
Thank you to all who follow me, even though this account is sporadically updated. I hope my devlogs are worth it. ;w;
Some of the variations trees can have based on the skinned mesh randomiser scripture I made. :3cĀ
Ā The first screenshot is before I hit play, the other three are variations. This also shows time of day, atmospheric effects, and the utilitypole wiring scripture that connects utility poles and service drops to weatherheads when possible.
I upgraded the design of the skull a little and made it more flexible. Also this is a great showcase of baking keyshapes of a skinned mesh to a regular mesh, as you get a lot of variation on one object with zero extra setpass calls. :3c
...And if you donāt know, I am on Twitter too, posting mostly the same there as I do here.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch ⢠No registration required ⢠HD streaming
The skinned mesh randomiser script I made is great for making endless variations on a single mesh. :3cĀ
Ā The first screenshot shows the skulls before the ranodmisation starts, and the next three shows different results. (I need better seeding...)
I've gone far too deep on a script that connects utility pole lines or transformers to other poles or weatherheads within reach, which also decides what features the pole will have and so forth (like if it is a dead end, has a house nearby that needs a service drop), but this is flexible and will save me a lot of time later when doing large areas with lots of poles and houses. ;w;
In the first shot of screen you see how the utility pole and weatherhead are before I run the script. In the next three you see after the script has run.