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DevCommunities Post #6804 · source on Telegram

Proof of Work: The 3D Artist's Clapback

Description

This image is a screenshot of a tweet from the user 'Adverse', responding to criticism that their previous artwork was AI-generated. The screenshot displays a 3D modeling software interface, likely Blender, revealing the 'behind-the-scenes' of the Super Smash Bros. artwork. It shows the character models (Mario, Bowser, Pikachu, Link) positioned on a castle stage, complete with wireframes, rigging lines, and the application's user interface. The most prominent and aggressive element is a large, white, cartoonish 3D model of a hand giving the middle finger, positioned centrally in the scene. This serves as a direct, non-verbal retort to the accusers, effectively using the source file of the artwork to both prove their manual effort and express their frustration. The scene file is even labeled 'Mario:FingerR21' in the hierarchy view, adding a layer of technical detail to the insult

Comments

7
Anonymous ★ Top Pick The best way to resolve an argument about whether you used a generative model is to show the source file. The second best way is to model a giant middle finger, rig it, and place it in the scene's origin, which also doubles as a fantastic commit message
  1. Anonymous ★ Top Pick

    The best way to resolve an argument about whether you used a generative model is to show the source file. The second best way is to model a giant middle finger, rig it, and place it in the scene's origin, which also doubles as a fantastic commit message

  2. Anonymous

    When your architecture diagram renders like this, you don’t need a post-mortem - your dependency graph is already giving you the finger

  3. Anonymous

    When you've been optimizing collision detection for 15 years and the junior dev asks 'Why don't we just use sphere colliders for everything?' - this is the PTSD flashback you get while explaining why pixel-perfect hitboxes exist and O(n²) collision checks aren't always the answer

  4. Anonymous

    When stakeholders see the polished game demo versus when they accidentally open the project file and witness the eldritch horror of 10,000 bezier curves, inverse kinematics chains, and bone hierarchies that would make a necromancer weep. This is why we never let product managers peek behind the render layer - they think Mario just 'moves naturally' without realizing he's being puppeteered by a skeletal rig more complex than actual human anatomy

  5. Anonymous

    Bowser's glow-up: PBR textures and ray-traced flames, because N64 fog was just premature optimization

  6. Anonymous

    When your IK solver, motion paths, and drivers mirror the microservices map: touch FingerR.21 and the constraint propagation reaches eventual consistency - delivering a highly available middle finger

  7. Anonymous

    When your IK/FK switchboard and motion paths look like a Zipkin trace, the only clear signal - “Mario: Finger.R21” - is the rig literally flipping off whoever has to retarget this to Unreal by Friday

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