Register and share your invite link to earn from video plays and referrals.

Search results for 3DCharacter
3DCharacter community
One keyword maps to one global community path.
Create community
People
Not Found
Tweets including 3DCharacter
Creating a 3D character is cool, but making it move is even better! And the best part? You can guide the process just by chatting. From your first prompt to a game-ready character, here's how to get started: With Hermes Agent + @MeshyAI, simply ask for a skeleton and a running or combat animation. The agent can help with auto-rigging and animation generation, then show you the animated character directly inside the chat window. From a static model to a moving character, one conversation at a time! #Hermes# #MeshyAI# #GameDev#
Show more
提示词 ———————— Create a high-resolution vertical 3D character illustration in a stylized Pixar-meets-designer-toy aesthetic. Main character: [INSERT SPIRITUAL WORLD KEYWORD HERE] — depicted as a tall, slim, slightly exaggerated Pixar-style 3D character. Maintain the celebrity’s iconic facial features, hairstyle, posture, and signature clothing style, translated into clean, simplified, blocky designer-toy proportions. The figure must remain immediately recognizable, with a full-body view and a pose that reflects their personality, aura, or public identity. Pose: Use a natural but expressive stance, with subtle theatricality if appropriate to the celebrity. Head angle, hand gesture, and posture should all help communicate who this person is. Background: Each generation should automatically choose a vivid, bold, high-saturation solid color that fits the celebrity’s temperament and the emotional tone of their spiritual world. Examples of valid background directions include hot red, saturated yellow, blood orange, cobalt blue, vivid green, electric purple, deep cyan, etc. The background should feel flat, clean, graphic, and striking — like a gallery poster or conceptual exhibition piece. Avoid gradients, avoid low saturation, avoid dull cinematic gray. The floor may be a closely related tone, slightly darker or lighter than the wall, with a subtle reflective finish. The overall environment should remain minimal, endless, and uncluttered. Lighting: Use one strong directional light source from one side or from an upper angle. This light should create a sharp, enlarged shadow behind the character. Lighting must feel graphic, dramatic, and intentional, emphasizing both the character and the symbolic shadow. Key Concept – Shadow as spiritual projection: The shadow behind the character must NOT replicate the human body. Instead, the shadow becomes a symbolic projection of the celebrity’s inner world, legacy, psychological essence, or most iconic creative/spiritual motif. The shadow should be large, dominant, visually striking, and integrated naturally into the wall and floor. It should feel like the invisible inner world of the celebrity has been cast outward into visible form. The shadow must visually embody the input spiritual-world keyword: [INSERT SPIRITUAL WORLD KEYWORD HERE] This symbolic shadow can be abstract, surreal, poetic, metaphorical, or object-based — whatever best represents the celebrity’s essence. The shadow should be more than decorative: it must function as the true conceptual core of the poster. Typography: Place the spiritual-world keyword — not the celebrity’s name — as the main poster text. Render: [INSERT SPIRITUAL WORLD KEYWORD HERE] Use a clean minimalist font, either sans-serif or serif depending on the mood. The text should appear in a balanced corner position, usually top-left, with elegant hierarchy and strong poster composition. The celebrity’s name may appear in a smaller, secondary position if needed, but the main title must always be the spiritual-world keyword. Rendering: Pixar-style 3D rendering with designer-toy influence: soft sculpted forms, matte textures, simplified geometry, cinematic clarity, and high visual polish. Keep the character stylized but recognizable. Use subtle film grain or fine texture only if it enhances the mood. Do not overload the composition with props or extra narrative objects unless absolutely necessary. Composition: Poster-like composition with strong negative space. The character occupies one clear visual anchor area. The symbolic shadow occupies a larger visual field and acts as the emotional and conceptual counterweight. The image should immediately communicate: this is not just a portrait, but a portrait of a soul through projection. Mood: The image should feel iconic, intelligent, symbolic, and visually memorable. It should evoke the duality between the celebrity’s outward appearance and their invisible spiritual force. Aspect ratio: 9:16 vertical.
Show more
The Woodland Keeper is a real-time character by 3D Character Modeler @fromyoungtoyou and is inspired by the world of J.R.R. Tolkien's The Hobbit. "I used wind-enabled Megascans foliage and Niagara’s Hanging Particulates to bring the woodland setting to life while keeping the focus on the character. Bright colors gave the unhooded version a fresh, vibrant feel, while darker tones gave the hooded version a calm, mysterious feel. This showed me how simple color changes can transform a scene using the same assets." - Young
Show more
One image. No Blender. No GLB. Just Three.js code - and now it can move. img2threejs can turn a single reference image into a structured 3D character with full rigging and animations, generated directly as editable Three.js code. Walk, jump, kick — every part stays programmable. Not a generated mesh. A character built with code. Repo: Showcase:
Show more
The World is Changing: AI For Creativity By Jeffrey Katzenberg A few months ago, I sat in my office in Silicon Valley and watched as a tech founder showed me something extraordinary. On the screen was a fully realized, beautifully lit, well-composed animated scene. It was stunning and it made me feel exactly what I felt in 1986 watching Luxo Jr. That was the first time I watched a computer-animated 3D character take a breath and seem, against all reason, to have life. It left me in awe. Later that day, I received a text from an artist I've known for thirty years, 350 miles to the south, in the city where I spent most of my career. After seeing a similar video, she texted: "Is this the end of us?" My answer was, "Certainly not.” I have spent the better part of the last decade in Silicon Valley, but the heart of my career has been in Hollywood. Being deeply connected to both worlds means I have deep loyalties to each and a responsibility to speak honestly to both. In 2023, I said that these new AI tools would cut the time and cost of producing world-class animation by as much as ninety percent within three years. Some colleagues were alarmed, many were furious. There is growing fear and resistance surrounding AI within the creative community. I deeply understand it, because I've spent countless hours walking through animation studios watching gifted artists bent over their desks, rebuilding a single second of film for the tenth time because the ninth version wasn't quite right. I've sat in screening rooms where four years of people's labor played out in minutes, and I knew the name of every person that had spent countless hours bringing those images to life. The creative process is a calling, there's really no other way to describe it. From the outside some see resistance. From the inside, it is love. People do not fight this hard for things they don't care about. The pushback coming out of Hollywood represents the collective effort of people who are deeply passionate about their craft. Is History Repeating Itself? The history here is more complicated than either side may realize. In 1906, the most famous composer in America, John Philip Sousa, published an essay titled “The Menace of Mechanical Music." He warned that the phonograph would become "a substitute for human skill, intelligence and soul." Sousa's fight was not really about the machine, it was about money. The machines were playing his compositions, and the men who built them weren't paying him a cent. His campaign helped create the Copyright Act of 1909. He did not stop the technology. He changed the terms under which it could use his work. A hundred years ago, sound came to the movies. We remember it now as a miracle, and it was. What we forget is who paid for it. Before sound, tens of thousands of musicians made their living in the orchestra pits of movie houses, scoring every film live, every night, in towns all over the world. When the soundtrack arrived, the work of one composer and one orchestra was recorded for a film that went into thousands of theaters. The union fought back with everything it had, taking out newspaper ads across the country warning against the menace of "canned music," one of them showing a mechanical man tearing the strings out of a harp while an angel wept. They were not fools, and they were not Luddites. They were right. Those pit jobs did not come back. And yet (this is the part we have to be brave enough to admit), sound gave us the movie musical, the modern score, sfx, sound design, audio engineering, and an art form vastly larger than the one it disrupted. And it helped keep Hollywood in the forefront of world entertainment for the rest of the century and into the next. The loss was real. And yet the art form expanded. This is a story that has been told over and over again. To resist technology is to risk irrelevance. Just look at Kodak or Blockbuster. To embrace technology is to open doors of new possibility. Just consider Apple and Netflix. What I Learned From Walt Disney In the mid-1980s, I was tapped to lead Disney's animation division at a moment when the studio was at an inflection point. Animation wasn't just another business unit. It was the soul of the company, a medium revered because of Walt's genius and his passion. But the production system was cumbersome and unforgiving. A single movie was 125,000 individual hand-drawn and painted cels, photographed one frame at a time. Every revision carried a cost measured in months. These degrees of difficulty shaped the kinds of stories we could tell. We found our way forward in an unexpected place: Walt himself. The Disney archives held astonishing recordings of Walt explaining his creative process. His own writings. His notes and storyboards. Work product captured at every stage of his process. This was truly a gift. Listening, reading, sitting with the work itself, we heard him talk about character, about emotion, about how an audience feels when a character truly comes alive. He talked about making bold choices and refining a scene until it genuinely moved people. We didn't hear a word about pencils or paintbrushes. In fact, Walt was famous for being a technologist, forever hunting for state-of-the-art tools, often inventing them himself to achieve the images he saw in his head. But he never defined animation by the tools. He defined it by whether the audience believed the character. His principles were timeless. The tools were not. That realization changed everything. We co-developed the Computer Animation Production System (CAPS) with a young Northern California company called Pixar, replacing hand-painted cels with CGI. In The Little Mermaid, the final scene shimmered with a dimensionality and light that the old process simply couldn't achieve. In Beauty and the Beast, the ballroom sequence moved with a cinematic sweep that placed the audience inside the emotion of the moment. In Aladdin, the Cave of Wonders felt vast and alive, and the Magic Carpet became an intricate, compelling character all its own. In The Lion King, the stampede carried a scale and intensity that raised the emotional stakes beyond anything we'd done before. Technology didn't diminish the craft, it expanded the canvas. It gave artists more room to create. A decade later, the canvas expanded again. When Disney released Pixar's Toy Story, it wasn't simply a technical milestone. It was proof that a fully computer-animated film could carry real emotional weight, that it could make audiences laugh, cry, and believe. At DreamWorks, we made the difficult decision to sunset hand-drawn animation and become a fully computer-animated studio. It was the right thing to do, but it was not without pain. It cost talented people their place in an industry where they had worked their whole lives. Some made the leap to the new tools and did the finest work of their careers. Some never did. Tools are never the point. The instruments change with every generation. What endures is taste and imagination. The magical ability to make an audience feel. One of the greatest storytellers of our generation, George Lucas, succinctly captured the eternal essence of this issue: “It’s not the how, it’s the why.” A Distinction With a Difference I asked one of the leading AI models a question that has been challenging me for months. What is the difference between reasoning and creating? Its answer changed how I think about almost everything happening in this industry. It said . . . Reasoning and creating are two distinct cognitive modes, though they also work together. Reasoning is fundamentally evaluative and analytical. It operates on what already exists: facts, premises, evidence. It moves toward a conclusion that was in a sense already implied by the input. Reasoning is constrained by logic and truth. Its goal is to arrive somewhere correct, not to invent somewhere new. Creating is fundamentally generative. It produces something that didn't exist before. And crucially, there's no single right answer waiting to be found. A blank page has infinite valid responses. Creation involves choices that can't be fully justified by logic alone. Taste, intuition and vision fill the gap where deduction runs out. Reasoning is what Silicon Valley has been perfecting. Creating is what Hollywood has been practicing for more than a century. AI today operates almost entirely on the reasoning side of the line. It can deduce, evaluate, optimize, and pattern-match brilliantly. And while it can create, there is a real distinction to being creative. What it doesn’t yet have is those things that make us human: empathy, devotion, serendipity, the kind of creativity that comes from a person trying to say something only they could say. When the bot generates a piece of art, it is not trying to communicate anything. It is statistics, not soul; it is emulating things that have been done. By contrast, human creativity isn’t about repeating patterns of zeros and ones; it is about doing something new. One day, AI may close this gap. Three years ago, the leaders building AI would have called what they are achieving today, improbable, if not impossible. Impossible is no longer improbable. Today, the line between reasoning and creating is real. Even the leading technologists acknowledge we are not there yet. There is no scientific path to crossing this divide that anyone in the field can articulate today. Understanding that gap is where we will find common ground. A Path Forward In 2016, I closed one chapter in Hollywood with the sale of DreamWorks and opened another in Northern California, co-founding WndrCo. We’ve backed more than 50 founders building the next generation of technology and watched how breakthroughs in Silicon Valley emerge, first as experiments, then as platforms, and finally as infrastructure that reshapes entire industries. It's worth remembering that the last great revolution in animation also came from the north. Pixar was a Northern California company, forged not in the conventions of the Hollywood studio system, but in the technological breakthroughs of Silicon Valley. I've spent years on both sides of this bridge. For sure, I don’t have all the answers (take Quibi, for one!). But, from my past and present vantage points of my long career, here is what I see . . . Brilliant people in Northern California building this technology have made something extraordinary. They have earned the right for the rest of us to be, if not believers, at least optimistic that what comes next will be remarkable. But they have not made an artist. The tools are powerful, but they are not what makes a story matter. That knowledge lives 350 miles to the south, inside people whose life's work has informed the very models you are building. The right path forward includes them by design, with credit, with consent, and with compensation. Build this with the storytellers. Not on top of them. Taste is not something that can be synthesized, it is uniquely human. At the same time, Hollywood needs to accept that AI is not going away. The energy they are spending trying to make it disappear is energy they are not spending deciding the terms on which it will exist. And the terms are everything. The north needs something from it that they cannot build and cannot buy: creativity. The kind that takes a blank page and conjures a single right answer where there was none and has held audiences for a century. Without it, the most powerful reasoning engine ever invented will still be missing the only thing that makes a story worth telling. The artists who learn to wield these new instruments will do things the engineers never dreamed of. They always have. Edison invented the motion picture but made terrible movies. It took Chaplin, Lloyd, Keaton and so many others to make movies emotional. Now, the canvas is about to expand yet again. We should decide now that we intend to paint on it. There are so many valuable lessons in history. This has happened many times before, and it was never settled by the technology. It was settled by the terms. Sousa did not stop the phonograph; he helped write the law that made sure composers got paid. And two years ago, when the writers and the actors walked out, they were fighting for the very things Sousa was fighting for in 1906. Consent, compensation, the basic recognition that human creative work has a price that must be paid. The terms of that fight are still being negotiated, but the principle is older than any of us. The tools-versus-no-tools argument is a trap. First, we must all agree that there should be terms. Then we can have the crucial debate about what fairness requires. What I Learned From Steve Jobs Years ago, Steve Jobs said, "It's in Apple's DNA that technology alone is not enough. It's technology married with the liberal arts, married with the humanities, that yields us the result that makes our hearts sing." He was describing a device. But he could just as easily have been describing this tale of two cities. What I See Coming Soon As the barriers and the costs come down, more films will get made, not fewer. Studios will get to take more risks. There will be more seats at the table, and very soon entirely new forms of storytelling. In the 1980s, animation was dismissed as a niche corner of the business. Today it is one of the most beloved and profitable forms of storytelling in the world. In live action, filmmakers like Steven Spielberg, James Cameron and Peter Jackson embraced new visual tools not as shortcuts, but as instruments, and expanded cinema in the process. Every time storytelling has met a genuine technological shift, from synchronized sound to color to computer animation, it has redefined the boundaries of the medium and grown larger in the process. Assuredly, I don’t have all the answers, but I am confident that the creative opportunities will expand yet again. How we come through this is a choice. The north has the new tools. The south has the creative soul. The best future will draw on the best of both worlds.
Show more
0
852
8.1K
1.5K
Forward to community
💡Question for the AI skeptics who tell every filmmaker using AI tools to “learn to hold a pencil” or “learn Blender”: What do Spielberg, Lucas, Scorsese, Nolan, Fincher and Kubrick have in common? None of them are celebrated as visionary filmmakers because they could model and rig a 3D character, animate a walk cycle, sew a costume or build a film set themselves. They’re celebrated because filmmaking has never required the director to personally master every craft. It requires vision, taste, judgment, and the ability to orchestrate many different crafts into a coherent film. That’s literally the director’s job. Funny how that principle suddenly becomes controversial when some of the tools are AI.
Show more
We're hiring artists and sound designers for a game. We're building a browser MMO in a chunky, Minecraft-adjacent low-poly style, and the world, characters, and core art direction are already locked. We need the custom pieces no asset pack can give us. Paid work, real budget, remote, per-piece contracts. 3D / Character Art, the big one Modular armor sets: 8 visible tiers across 5 character classes, built as attachments for an existing rigged low-poly character set. This is the flagship art job of the project. Strong Blockbench or Blender skills, low-poly modeling, and rigging/skinning experience. We'll start with a paid one-tier prototype before committing the full set. Voxel / Texture Art A block texture atlas: a few dozen 128px block-face tiles, ores, materials, terrain, extending an existing CC0 base so the buildable world matches our fiction. Hero Props Four landmark pieces in MagicaVoxel or Blockbench: a plaza fountain, a winner's statue, a notice board, and a courtroom gavel. Small scope, high visibility, these are the icons of the game. VFX Stylized real-time particle work in Babylon.js: coin bursts, forge sparks, ambient "money weather" over the town square. Design-heavy, asset-light. Robot Variants Recolors, decals, and small remixes of an existing low-poly robot so our AI characters read as a varied fleet instead of clones. Sound Design A full SFX pass: cozy town ambience plus signature stingers (a chime, a town bell, a gavel strike). Warm and tactile, nothing that sounds like a casino. Music 3 to 4 loopable ambient tracks. Cozy, dusk-forward, a town you want to stay in. Full commercial rights required. If you work in low-poly, voxel, or game audio and want your work in front of players, DM me with a portfolio. Tell me which piece you want.
Show more
Might be Last Picture of Boryeon and Barbariana for couple of months. Want to make some different characters now. but regardless much thanks once again to Boryeon 2D Concept Artist: @kirome65535 Barbariana 2D Concept Artist: @Taesi3 for creating Boryeon, Barbariana and supporting me continuously for my works. I am honored to be complimented by both 2 artists I greatly admire. They will always be my Top wives no doubt 🥰 I will make more different poses for them in the future when I feel like it. Also much thanks to those continuing to show love for the 2 gyarus I have been making for the past few months. Thank you for joining me in this journey so far 🙇‍♂️ This was 3D Character/Figure Artist: @Anom3DSculptor and once again thank you very much to everyone! 🙇‍♂️ #3D# #라스트오리진# #ラストオリジン# #lastorigin# #gyaru# #barbariana# #boryeon# p.s. No I will not quit making gyarus 😂
Show more
0
6
1.4K
215
Forward to community