πππ
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Your scribbles would make for some really cool posters π©΅
Both probably have their use cases, but option B looks the cleanest in topology imo and might give artists a bit more control over the tool.
Blender gives you the freedom to choose which method to use in these scenarios.
Stock Blender with add-ons*. And this is not me hating on add-ons, I love (some of) them! I make them myself, in professional settings. You can make Blender do almost anything you want with add-ons.
It won't align with Unity as Unity is left-handed. However it will align with Maya, Houdini, Substance and Godot. I too want every coordinate system to align with Blender. But this is still useful to Autodesk users and anyone who wishes to use UE assets (metahuman e.g) in Godot.
To drill holes
In what way is this useful? I agree it looks nice. But see how many links are overlapping? I say this is less practical than the current design
"Sorry, your game sold millions of copies but our projections said it should have sold at least fifteen trillion for shareholders to be satisfied, so we're going to have to fire all of you. Now watch the news unquestioningly report that your game was a commercial failure. Probably because of woke."
Couldn't have come at a better time ππ
How do you plan on skinning it? - someone who also plays with GN rigging and clueless on this question
Wind tunnel simulation done in #geometrynodes and #greasepencil π¬π Blender is awesome
Procedural rigging with #b3d ? I recreated Inverse Kinematics in Geometry Nodes to eventually allow for more custom IK solutions π¦Ύ
#geometrynodes