#MultiReality
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lexicorp · 26 days ago
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I grant unto thee
A shit ton of assorted Magma chaos doodles
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thevalicemultiverse · 8 months ago
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Paranoia Core: Dolphins are a multireality destructive constant that originate from an unknown source. Our reality is the only one where they have not awoken their full potential.
Aperture Wage Slave
Victor: I see. Any tips on how to help them awaken their full potential so I don't have to listen to Johnson once again ask me why my butterflies aren't more deadly?
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antirepurp · 1 year ago
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hey wanna see something nauseating
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fair-lead · 1 year ago
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i just need to sit down. download a bunch of base human meshes and study their topology. and then make my own.
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dustyoo10 · 3 months ago
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MR BOSS
I am very, very happy with how this turned out. I used Dyntopo rather than multires or remesh, it feels more natural, like sculpting with actual clay.
I've always loved doing wrinkly, almost grotesque details with characters like these back when I did 2D art. It's kinda therapeutic
I even did a painting of Gollum Pim a few years back, I'll see if I can find it!
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bunny-queen · 1 year ago
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as a POC I'm gonna give my 2 cents on the whole "changing race/ethnicity" thing in shifting and manifesting
now, i'm mixed black/white from one side of the family and east asian from the other, so I'll speak based on MY living experiences
baby, i don't care wth u manifest. or why. like that's none of my business. i might give a side-eye to u if i see u fetishizing black features or asian features or smth but at the end of the day it's YOUR reality, so.... I don't think I get much of a say
besides, all of us are multidimensional, multireality beings. meaning there is *already* a reality, or 193738492938 realities, or INFINITE realities, where you are a different ethnicity or race. it's literally that thing someone said here once, on the subject of ideal faces: all faces are yours. you are everything, and everything is you
so like just. don't bother coming to my asks looking for permission to shift or manifest the change you want. if you wanna do it, take control of your reality and DO IT without coming here to soothe ur ego or for a pat on the back. i'm not gonna give you the moral support ur looking for, and i won't criticize either
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ytremia · 1 year ago
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Process - Sunakawa Cake 🎂
A little breakdown of how I made my 3D recreation of the "thank you sunakawa" cake from Ore Monogatari ~
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1. Collecting reference
Aside from referencing stills from the anime, I came across the official cake sketch from Madhouse's website! It was really helpful in identifying all the toppings on the cake and other details.
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Next was collecting real-life references of all the ingredients I needed to make and taking notes of the shapes, textures and variety.
2. Modelling & Texturing
I go back and forth between modelling and texturing, and jump all over the place so I'll break things down based on the toppings/elements:
A. Macaron
I referenced Canosie Lab's macaron tutorial here, tweaking the process a little bit; using one mesh instead of two and using particles to distribute the boolean meshes. I ended up with LOTS of vertices, so I made a lower poly version of the macaron and used those to avoid bogging down the computer. As for the texture, I used Blender's procedural nodes, utilizing mostly the noise texture node.
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Above: The first row are the lower poly versions of the macaron and the second row are the original meshes with around 200,000 vertices each o_o
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B. Cookies
There's not much to it here; I just modeled the cookies and used procedural textures I've made for a previous project (I'll post that project soon!!!)
The icing is made using bezier curves with some bevel depth. I used the draw tool to draw on the cookies. I did the same for the writings on the cake.
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C. Strawberries
I've previously made strawberries for another project so I just used those but baked them to a lower poly mesh first. I used Canosie Labs' strawberry tutorial as reference :) I initially used a scaled down version of the regular-sized strawbs, but decided to make a proper mini strawberry 🍓
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Left: with scaled down regular strawberries, Right: proper mini strawberries.
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I made them super shiny with lots of subsurface scattering to make them look juicy and gummy-like -- not the most realistic but I think they look cuter like this :>
D. Orange slices
The orange slices were the most challenging to make! Did a lot of trial and error to get that pulpy texture oranges have but I managed using a combination of voronoi nodes :") If you look at the pictures below, you can see how the orange looked in the beginning vs. at the end after I refined it some more.
They look fine from a distance but a little janky up close; maybe I'll do a breakdown one day once I figure out a proper node setup.
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Above: before & after
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Left to right: rendered, colour only, B/W
E. Orange peel
A simple plane with a solidify and curve modifier. What's most important here is the texture! I used two different shaders (one for the pith another for the peel) combined using a mask.
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F. Jelly beans & choco marbles
A tweaked subdivided square for the jelly beans and subdivided icosphere for the choco marbles. The two use pretty much the same shaders but the jelly beans have more subsurface scattering.
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H. Cake
After placing all the toppings, I sculpted the cake (using the multires modifier) a little bit to model the cream that's displaced.
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lexicorp · 30 days ago
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Shit ton of random sillies
(pylin and rasslea are @kylinvartilo 's characters in the first and last ones)
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hey-its-juno · 4 months ago
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today's head sculpt! forgot the multires modifier exists lol
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jian-wei-24 · 6 months ago
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3D Print (Update 2: Modelling)
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Figure 1: Wood Base Stand Statue. (Wood and porcelain No2 Store, n.d.) [Left] Figure 2: Modelled pedestal. [Right]
A base serving as a pedestal for the military unit marker is an essential component of the design. While browsing Pinterest, I unintentionally came across an excellent reference (refer to Figure 1), which inspired the desired pedestal appearance seen in Figure 2. The design in Figure 2 is intentionally kept simple to avoid drawing attention away from the main features displayed on top. The pedestal includes a hole at its center (refer to Figure 3) to securely hold the character in place, ensuring stability. Additionally, the top of the pedestal features a slot where users can insert a board for written identification, such as the unit type or its commanding general, enhancing usability and clarity.
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Figure 3: Using multires modifier on character Appearance before (left) and after (right). [Left] Figure 4: Character Appearance Feature and Weapon. [Right]
I wanted to experiment with sculpting a human character since I hadn't attempted that before. I started with a cube object, manipulating it to form a basic head and body shape, and then applied a Multires modifier to sculpt it with simplified human details, refer to figure 3. This approach helps avoid over-detailing the character. The head was not given hair or ears because of the helmet or headgear would cover those human features. A Chinese weapon, such as the cropped version of the Zhan Ma Dao (斬馬刀), horse-slaying sabre, can be placed near the character, as shown in Figure 3. It is essentially a polearm weapon to combat mounted infantry (Sadaf, 2019).
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Figure 5: Headgear and separate helmet tassels (The selected object).
The helmet is designed to be detachable, with plans to include other types of headgear for practical purposes and ease of changing the character's appearance. The tassels are a separate object because their design and color can represent rank, combat experience, and the unique colors of different military units. This feature allows for easy switching of tassels, which adds significant practicality. For example, if a unit proves to be highly effective in combat, their unit marker's tassel can be replaced with a predetermined higher-ranking color. This way, generals or commanders can quickly identify which units are most combat-effective and strategically deploy them as needed.
References
Sadaf, F. K. (2019). Telling apart Chinese polearms: a quick visual guide. Available at: https://greatmingmilitary.blogspot.com/2019/03/telling-apart-chinese-polearms-quick.html. [Accessed: 19 November 2024].
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thornowl · 1 year ago
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bake from multires save me. save me bake from multires
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pachamama-radio · 3 months ago
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Adelantan pago de Pensión 65 y Contigo por emergencia en las regiones del país
El Gobierno adelantará el pago de los programas Pensión 65 y Contigo para ayudar a los beneficiarios afectados por las lluvias en 164 distritos de 20 provincias, tras la declaratoria de emergencia establecida en el Decreto Supremo 024-2025-PCM.
La ministra de Desarrollo e Inclusión Social, Leslie Urteaga, explicó que el cobro del segundo padrón de estos programas estaba previsto para el 4 de abril, pero ahora se realizará desde el 10 de marzo a nivel nacional. Destacó que esta medida busca brindar apoyo económico a quienes más lo necesitan en medio de la emergencia.
Los usuarios de Pensión 65 recibirán S/250 desde el 10 de marzo. Más de 824 mil beneficiarios podrán retirar el dinero en las agencias del Banco de la Nación, cajeros Multired y agentes comerciales si cuentan con tarjeta de débito.
Por otro lado, el Programa Nacional Contigo adelantará el pago de S/300 para más de 142 mil beneficiarios. Este monto estará disponible a partir del 15 de marzo, permitiendo a las personas con discapacidad severa acceder a la ayuda con mayor rapidez.
El Ejecutivo enfatizó que esta decisión busca aliviar la situación de los beneficiarios en zonas de emergencia, garantizando que reciban su apoyo económico sin mayores contratiempos.
Puno
via https://pachamamaradio.org/adelantan-pago-de-pension-65-y-contigo-por-emergencia-en-las-regiones-del-pais/
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valentin10 · 3 months ago
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Banco de la Nación ofrece préstamo de hasta S/50.000 para compra de deudas : cómo solicitarlo y qué requisitos debes cumplir | Economía | La República
Para acceder a este préstamo en 2025, los interesados deben presentar una serie de documentos en la agencia más cercana y cumplir con requisitos específicos como tener una tarjeta débito MultiRed. — À lire sur larepublica.pe/amp/economia/2025/02/02/banco-de-la-nacion-ofrece-prestamo-de-hasta-s50000-para-compra-de-deudas-como-solicitarlo-y-que-requisitos-debes-cumplir-atmp-123430
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mortarmagic · 4 months ago
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brid-jagtap · 5 months ago
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Development 2: Accessories
Blog#30 
December 26th
I couldn’t find a good reference for the Waistcoat pattern in Marvelous Designer. So I tried making shapes manually and figured it out myself. Waistcoat shapes were pretty similar to that of shirts with different necklines. For the waistcoat, I tried many different fabric simulations but I wasn’t happy with the result. In the end, I first simulated the shirt and the pant to have desired folds and then froze these meshes and only simulated the waistcoat on top. Even though it wasn’t very realistic or accurate I liked the result. I exported the mesh to bring it into the Blender
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Fig: Final cloths mesh from Marvelous Designer
I decided to follow the next stages in Blender as I am more efficient with the software, and I’ll need less time figuring out new tools. I brought everything into the Blend file and started blocking out more details.
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I blocked out some belts and buttons. also Poly modeled the shoes for the character keeping the references I had gathered in mind. 
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I modelled the basic shape of an overcoat in Blender. I researched the best approach to sculpting details and texturing the clothes. I did not find a single perfect solution to the method. I found a tutorial by 3D Mutiny, where he used the Zbrush pipeline. He imported marvelous clothes into Zbrush and used ZRemesher, and then panel loops to add the thickness. Then he sculpted the details with Subdivisions. For some reason, this approach was not working for me. I was getting a very rounded corner on the separate cloth pieces. I tried various methods but I was losing a lot of time on this.  Eventually, I decided I’d use Blender’s Multires modifier in combination with Solidify to add the details on the clothing later, as I can keep the corners sharp in the modifier’s settings.
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I have also modelled a few other accessories and equipment.
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References:
3D Mutiny (2020). Marvelous Designer - Setting up in ZBrush. [online] YouTube. Available at: https://www.youtube.com/watch?v=l7Ojd0cnqb4&list=PLR6soibnxu_ES7U29Xn3fq8O6Si0CE58i
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acrinc17 · 5 months ago
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Remesh:Lowpoly model
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for optimizations I created a lowpoly model I used the Multires modifier for the tests I might use it to change poses in sculpting.
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