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Yellow raises $5m in seed funding round

GamesIndustry.biz

Established in 2023, Yellow's first tool, YellowSculpt, uses AI to provide artists and designers with pre-rigged 3D character meshes within three minutes. With the investment from Andreessen Horowitz, it aims to expand its 3D character creation technology. Read more

Rigging 105
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Popul8 uses AI to assist developers with the creation of digital game characters

PreMortem.Games

This base character comes fully rigged and can be completely edited by the developer. As the designer changes elements of the character (let’s say changing a small young woman into a large werewolf), the rig and assets automatically adapt to the new shape of the character. It happens instantly.

AI 197
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The Spine Animation Story at Logic Simplified

Logic Simplified

Each image part was converted to mesh. The USP of Spine animation software is how smoothly it converts an image part to mesh. In each mesh vertices are placed to define how we want to move the character. Bones are created to help the mesh move and provide fine-tuned control. It is these vertices which can be moved.

Animation 116
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The Top 10 Popular VR Game Development Tools

Logic Simplified

Its capabilities for VR content creation include comprehensive 3D modeling tools, advanced texturing and shading, animation and rigging, and integration with VR Devices. Draco 3D - 3D Optimization and Compression Tools Draco 3D is an open-source library by Google that is used to compress and decompress 3D geometric meshes and point clouds.

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What is Level of Detail (LOD) in 3D Modeling? | Techniques & software

CG Spectrum

They can be rigged and animated, placed as a stationary object in a scene, combined with other assets to create a set/environment, simmed or destroyed, and used for shadows or holdouts. 3D modeling is the creation of a computer-generated object or character represented in 3D space, commonly referred to as a model or an asset.

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Little Racer – 3D Art

The Knights of Unity

To solve the problem we rearranged the mesh and added some edge loops along track parts. Adjusting mesh, rig and skinning needed a couple of iterations. We needed to simplify the mesh and decrease the amount of tiny details for the sake of readability. Static obstacles needed some adjustments as well.

Art 52
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The Kristala Dev Blog - Issue #25

Astral Clock Tower Studios

Today we're serving up some seriously exciting updates, including a look at our new, custom game cursor; updates on our new player character's rigging and animation; and a sneak peek at our newest WIP level area. The door itself has two meshes—one for dynamic use and one that is simply for decoration if desired. giant pain the ass.

Dev 52