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
Photo by RYOUGI Ilakya (@RY0UGI)Photo by RYOUGI Ilakya (@RY0UGI)Photo by RYOUGI Ilakya (@RY0UGI)Photo by RYOUGI Ilakya (@RY0UGI)Photo by RYOUGI Ilakya (@RY0UGI)Photo by RYOUGI Ilakya (@RY0UGI)Photo by RYOUGI Ilakya (@RY0UGI)Photo by RYOUGI Ilakya (@RY0UGI)Photo by RYOUGI Ilakya (@RY0UGI)Photo by RYOUGI Ilakya (@RY0UGI)
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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เห็นส่วนมากที่แนะนำตัวว่าเป็นลูกครึ่ง จะมีแต่ที่พ่อเป็นสวิต แม่เป็นปลั๊ก
ไม่ใช่แค่เชื้อจีน ดารา เชื้อสาย west เช่น ญาญ่า มาริโอ้ เค้าก็แนะนำตัวเองเป็นคนไทย(Nationality) มีคนถามถึงค่อยบอกว่าตัวเองเป็นลูกครึ่ง (Ethnicity) อะไร สัญชาติ= Nationality = ไทย เชื้อชาติ = Ethnicity = จีน , จีน-ไทย คนไทยส่วนมากถือสัญชาติเป็นหลัก ไม่ใช่เชื้อชาติ
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Introducing AutoRig for Spine2D, a tool I’ve been working on for a while! This video gives you a quick look at my updated workflow. Setting up rigs directly in Spine felt slow to me, so I built a companion tool that still works with Spine. The controls are similar, so if you know Spine, you’ll feel right at home. I’ve added some handy features and integrated mesh generation, including batch meshing that I’ve found more accurate than Spine’s. Then I let Claude handle the binding. After a few rounds of refining the skill, a simple “bind this for me” was enough. Maybe it’s already familiar with my Spine workflow and rigging habits after all this time, lol. The weights still need a human eye and some manual cleanup, but Claude can handle multiple variants and masking issues in one go. For the character shown here, going from setup to an animation-ready rig took around two hours—several times faster than my usual process! I think tools like this could help our industry work more efficiently. I’m not looking to squeeze money out of everyone, and I’m sure more people will build similar tools, so I’m planning to release a free trial version! Join my Discord server to get access when it’s ready! There will also be special tool offers for students. The trial might have a few bugs—you can’t expect me to hand over my overpowered build, right? Or you can try fixing it yourself (๑•̀ㅂ•́)و✧ Thanks, everyone! Illustration: @rikuto_lin #spine2D #spinetool #animation #animationtool #autorig
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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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RYOUGI Ilakya retweeted
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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