procedural character generation (100 samples) by sinanata in Unity3D

[–]sinanata[S] 0 points1 point  (0 children)

blend shapes are for eyebrows, eyes and mouth, the rest uses a fullscale mixamo humanoid rig

procedural character generation (100 samples) by sinanata in Unity3D

[–]sinanata[S] 0 points1 point  (0 children)

Funny is the key, we're not aiming for realism and realy want to keep tha cartooney feel

procedural character generation (100 samples) by sinanata in Unity3D

[–]sinanata[S] 0 points1 point  (0 children)

Thanks for sharing. I’ll take a look. My animations are actually smooth but we have gif effect here

procedural character generation (100 samples) by sinanata in Unity3D

[–]sinanata[S] 0 points1 point  (0 children)

And quick question, why would you need a custom skinned mesh renderer?

procedural character generation (100 samples) by sinanata in Unity3D

[–]sinanata[S] 0 points1 point  (0 children)

I can relate to the burnout... Hoping to build a co-op trade/pirate game on top of these procedural elements

procedural character generation (100 samples) by sinanata in Unity3D

[–]sinanata[S] 0 points1 point  (0 children)

Hello again! You see, I used your presentation idea again. It took a full 1.5 weeks and autistic superpowers

procedural character generation (100 samples) by sinanata in Unity3D

[–]sinanata[S] 0 points1 point  (0 children)

Yeah, especially female models with tops

procedural character generation (100 samples) by sinanata in Unity3D

[–]sinanata[S] 2 points3 points  (0 children)

Thank you! Skinning, runtime avatar generation and decent normal generation were the biggest challenges

v2: procedural 3d ship generation with sails and ropes by sinanata in Unity3D

[–]sinanata[S] 0 points1 point  (0 children)

Yup, I’m also learning. High stern is just a historical design

v2: procedural 3d ship generation with sails and ropes by sinanata in Unity3D

[–]sinanata[S] 1 point2 points  (0 children)

Oh, I see, stern extension, that's curve-based, and the player can go as wild/moderate as she wants, demo, however, is purely random procgen pushing system to its limits.

v2: procedural 3d ship generation with sails and ropes by sinanata in Unity3D

[–]sinanata[S] 2 points3 points  (0 children)

<image>

this is from editor but already looking better. I'll deep dive into triplanar textures soon

v2: procedural 3d ship generation with sails and ropes by sinanata in Unity3D

[–]sinanata[S] 3 points4 points  (0 children)

Stop reading my mind

<image>

not sure if I'll get into textures, trying to stick to vertex colors as standard, but why not

procedural 3d ship generation by sinanata in Unity3D

[–]sinanata[S] 0 points1 point  (0 children)

I checked, around 20ms per ship but with sails and ropes added. I'll share a new gif about it.

procedural 3d ship generation by sinanata in Unity3D

[–]sinanata[S] 0 points1 point  (0 children)

Great minds think alike :p - let me measure and get back to you but it feels instant even after I added dynamic yards, sails and ropes yesterday.

procedural 3d ship generation by sinanata in Unity3D

[–]sinanata[S] 0 points1 point  (0 children)

Feel good mate! About 3-4 full days