Jeremy Canton retweeted
First look at a custom eye shader I have been building for Maya's viewport. Real time, one shader, one single geometry, multiple presets, infinite customization.
More coming soon...
#eyeshader, #autodeskmaya, #3dcharacters, #characterart, #stylizedcharacter
Jeremy Canton retweeted
the line between simulation and reality is dissolving.
this new research paper shows how to simulate millions of collisions with zero intersections. just pure physics.
Jeremy Canton retweeted
New retopology workflow is on the way for ZBrush this year! How will this impact YOUR productivity?
Jeremy Canton retweeted
I'm doing a little bookish giveaway on my Instagram account thanks to the team at @anatomy4sculptors instagram.com/magdalena.dade… - check it out!
Jeremy Canton retweeted
Hey peoples ! Here is finally my spiderman vs lizard animated sequence. Made in blender with my 2 own rigs and help from Bleushell. (Available to download below)
Hope you enjoy 🌼🌼
Jeremy Canton retweeted
the Marathon alpha released recently and its environments are covered with assets lifted from poster designs i made in 2017.
@Bungie @josephacross
Jeremy Canton retweeted
Usually, wavy artifacts can be improved by making better use of our triangle budget. Here are three examples: the first two use the same number of triangles.
Thread —>
Jeremy Canton retweeted
Nicolas Roth showcased an astonishingly expressive 3D facial rig of Zola made in Blender using its Rigify add-on.
Full demo and more info: 80.lv/articles/check-out-thi…
Jeremy Canton retweeted
Anduin is one of the most realistic characters we’ve ever created. All elements were high res even at base topology. The cloak I made for example, is over 100k polys and isn’t displaced at render time. Instead we relied on true geometry to have it fully visualized at all times. This helped achieve a highly realistic simulation with no interpretation, animators and lighters knew exactly what they were looking at while working, and it allowed us to capture much more complex folds, tattered edges, and close up detail.
Through this workflow we were ultimately able to get extremely close to any part of Anduin, his range of emotion shines through, and is one of the most dense yet realistic characters we’ve ever built for a cinematic.
Jeremy Canton retweeted
sorry static turnaround renders don’t excite me anymore, this is too much fun
Jeremy Canton retweeted
Bioware confirms the next #MassEffect game is being developed by 'trilogy veterans'
Jeremy Canton retweeted
i had so much fun working on this hero select hehehe it was a rare moment where when i saw the animation i knew exactly what i wanted to do for it!! ✨
Jeremy Canton retweeted
Here is a bit of a peek under the hood into the layers process for A Home for Swallows! I’m working on the painterly effect using Blender’s Geometry Nodes. Big thanks to the team for their incredible animation! #geometrynodes #b3d #painting #sketch #3d #tradigital
Jeremy Canton retweeted
Create real-time angel fall and wings dissipation effects in #unity3d
#shader #VFX
fanbox.cc/@sakura-rabbit/pos…
Come and subscribe to my Fanbox to download this project~~🥰
Jeremy Canton retweeted
20+ years digital sculptor reporting
I think my job is safe, this is not the future of 3D sculpting, just another img2img with fancier UI 😂
Really funny how you all trying to sell same old Stable Diffusion as a new 3D workflow, when the end result is a jpeg with negative value
Jeremy Canton retweeted
A closer look at Anduin Wrynn from our newly released World of Warcraft : The War Within cinematic. I sculpted and modeled his cloak for this look. For more behind the scenes images and renders see the artstation post here: artstation.com/artwork/1xrY3…
#WoW #blizzard #anduin #zbrush
Jeremy Canton retweeted
Simulon's Next Chapter 🌌
Thank you for your excitement and invaluable feedback. As we've started to reveal more about @Simulon, one thing has become clear: the creative community is ready and eager for a fresh chapter in VFX.
In every creative endeavor, there are defining moments—when art meets technology, when vision becomes reality, and when creators discover their tools. This is the essence of Simulon. We're aiming to make cinematic-quality VFX accessible to all creators, no matter their background.
Simulon has been 3.5 years in the making and our focus from day one has been to harmonize simplicity and power with the human creator at the core of the experience.
What's Next
- Closed Beta: We're close to sharing Simulon with a select group of creators and studios to help us finesse the final touches.
- Community Insights: Keep an eye out for updates and stories we'll be sharing along the way. Your feedback is crucial as we move toward a version of Simulon available to everyone.
- Public Launch: We're gearing up for a full release early next year. It's a significant moment, one that promises a new chapter for all creators.
- Knowledge Sharing: In the lead-up to the launch, we will compile a series of tutorials, tips, and maybe a surprise or two, to help you maximize Simulon's potential.
- Constant Evolution: in an industry that never stands still, neither will Simulon. Stay tuned for regular updates on our exciting R&D progress across social media.
As we enter this new phase, your engagement and support continues to inspire us. Thank you for joining us on this creative journey!
The Simulon Team 🌟
(Video shot with Simulon on iPhone)


































