▲ 539 r/blender+1 crossposts

Mechanoid 28mil polys was animation in blender

Hi everyone!

Here’s a small part of a much larger project.

The animation is driven directly from a decimated ZBrush high-poly mesh, painted using a procedural workflow with decals, then projected to USD and animated inside Blender.

Tech details:

28 million polygons

~400 bones

Heavy IK chain setup

High-poly animation without traditional retopo for this stage

This is only a fragment of the full project, which includes additional environment, shading, and rendering systems.

https://www.artstation.com/artwork/QK0OoB

Added for those interested in the design process:

Functional / concept breakdown: https://www.artstation.com/artwork/P6BR31

Organic part/ combined design (WIP): https://www.artstation.com/artwork/AZEXlq

u/JozinZZZZBazin — 11 days ago
▲ 16 r/u_JozinZZZZBazin+2 crossposts

Heli engine- water rendering system

Continuing my Custom Rendering Engine Revival series with the water rendering system.

This video demonstrates the combination of FFT ocean simulation, adaptive Projected Grid rendering, physically based lighting, and real-time reflections developed for the Heli Engine.

I'd love to hear your thoughts and feedback.

youtu.be
u/JozinZZZZBazin — 27 days ago
▲ 11 r/gameenginedevs+3 crossposts

Heli Engine - Projected Grid Based Road Decals(updated)

Custom Rendering Engine Revival — Part 2: Road Decal Cascade System
Continuing my custom rendering engine revival series.

Key features:
• Fully 2D road decal representation
• Projected Grid-based road rendering
• Camera-adaptive decal cascades guided by terrain height heuristics
• Dynamic per-cascade render targets for curved surface decal mapping
• Screen Space Displacement Mapping (SSDM)
• Procedural texture bombing

Instead of relying on traditional road meshes, roads are projected onto the terrain in screen space. Screen Space Displacement Mapping (SSDM) is used to add displacement during rendering, while procedural texture bombing helps break up texture repetition.

youtube.com
u/JozinZZZZBazin — 1 month ago
▲ 40 r/gameenginedevs+4 crossposts

Reviving my old custom engine — experimenting with real-time rendering techniques

After several years, I decided to bring my old custom engine back to life.

The engine was originally developed as part of my PhD research, exploring non-traditional real-time rendering approaches. Most of the pipeline, including lighting, is based on screen-space techniques.

Current renderer features:

terrain rendering and ray casting

screen-space lighting

procedural clouds

clipmap updates

Performance-wise, it currently runs around 65–80 FPS at 2560×1600 resolution with this scene and setup.

youtu.be
u/JozinZZZZBazin — 1 month ago