RYOUGI Ilakya (@RY0UGI) header
RYOUGI Ilakya (@RY0UGI) profile picture

Disagreement enjoyer. Unpopular opinion. Usually take an opposing stance. I believe I'm right so you don't have to.

Joined October 2009
Z-Image Turbo as the photo generator Flux 2 Klein as the style transfer Totally random prompt. Control by concept slider loras on ZIT and the self train style transfer loras blend on Klein to get this specific style consistently. 80-120 sec for the real-stylize pair on RTX3060.
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4DGS × AI MoCapとの違いは顔の表情まで完全にAIに持っていけるのでやりたい放題できます これは15台のカメラで上半身のみ撮影した時のやつです 最終出力はSeedance 2.5です 4D撮影の時はいつもデータの管理で気が狂いそうになってましたがcodexの登場でかなり楽になりましたね… #生成AI #3DGS #4DGS
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Pixel Art Lighter is out now! ✨ I first made this tool for my game, but am releasing it free and open source for everyone. Generate and edit normal maps and light masks, while keeping your sprites pixel perfect. Hope it helps with your art or gamedev!
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Just released a new pixel art model for game development: - Exact size control - Style consistency using reference sprites Use it with Claude or Codex: spritefusion.com/pixel-art-g…
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ของดี เไ วันนี้ — IconMCP iconmcp.com/ เว็บแจกไอคอนเวกเตอร์ ที่ใช้ เไ ค่อยๆวาดทั้งวันทั้งคืน (อันไหนที่วาดอยู่ น้องก็จะวาดให้เห็นเลย เป็นแอนิเมชัน 555) ตั้งเป้าว่าจะแจก 1 แสนแบบ ไอคอนสามารถปรับแต่งขนาด ความหนา สี มุมมน ฯลฯ ต่างๆ ได้หมด และฟรี (MIT licence)
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UniRig Automatic skeleton and skinning for any 3D model, from SIGGRAPH 25 UniRig predicts a skeleton and skinning weights for a 3D mesh so it is ready to animate. It was built by Tsinghua University and Tripo. One model handles humans, animals and unusual shapes. You run skeleton prediction, then skinning, then merge the result back into your file. The authors now also point to SkinTokens, a successor that does both steps in one pass. github.com/VAST-AI-Research/…
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Blenderでティナと魔導アーマーのシェーディングのテスト。今回はノンフォト系で仕上げる。結構好みのルックになってきた
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お会いできて光栄です
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また、ローカルPCで動く謎の技術が公開されてる… 写真一枚からガウシアン・スプラット(Gaussian Splats)の3Dモデルにしてくれるんだけど、結構いい感じに生成できる模様。 github.com/speridlabs/idol-s…
🤖 Made with AI
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Qwen3.5-4B-GLB-3D-Coder Renderable 3D assets from a 4B model. Following its earlier 3D Coder project, CCORE has released a new Qwen3.5 fine tune focused on generating 3D assets for game development. The model turns text prompts into standalone HTML and JavaScript scenes using Three.js. Each scene includes a GLB export button, allowing generated assets to be imported into Godot. Examples include a mana potion, goblin, desert merchant and detailed environment props. The developer reports most generations work on the first attempt, especially with English prompts. Q4_K_M and Q8_0 GGUF checkpoints are available. Full model weights and the training dataset are planned for release after training finishes. huggingface.co/ccore/Qwen3.5…
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もしかして Tripo Canvas 凄い?
Making a character with the new "Tripo Canvas" I'm not sure if I should use more nodes I've tried out the new Tripo Canvas, which is still in beta, and it was very easy to work with nodes, just like in other 3D programs. The Tripo Canvas workflow lets you work with Tripo much faster than the conventional way—creating multiple references at the same time, separating parts of the model, and creating different views for the body and head, as well as accessories. Although I found all of this extremely useful, I think the most useful feature is the AI Lab node, which lets you interact with an AI agent to separate meshes, close gaps, eliminate distortions, merge meshes, and set up or build a scene using various 3D models or images you provide (it also gives you all the results in a Blender file so you can continue working on them in Blender if you like). I’ll keep testing the tool to see what else I can create🐋 #blender
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Biblically accurate Halmurut lol
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公式絵可愛かった〜! ハルマルトちゃんのお洋服好きすぎる。着たい…!
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公式のイラストが良かった🐿
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Ishikawa and Calyx
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Finally! Rigged hair cards from a single image. HairDeck (Tsinghua + CMU + CUHK) takes one character image and builds a stylized haircut as separate 3D hair cards, with bone chains already attached. The hair sways when the head turns. Exports to GLB, or straight onto a VRM avatar. Code and weights are open under Apache 2.0. You get geometry and UVs, no textures yet. Local run wants Linux and CUDA. github.com/hyz317/HairDeck
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สติสตัง ไปหมดแล้ว
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