working on a new shader setup for my characters. got a bit weary of fighting with Blenders latest Principal shader, which has some odd features re the base colour, seems a bit weird to set up anyway I like this much better. neck needs a bit of work, but probably will add some kind of costume to cover it
the lut texture can be filtered or not - it's just a texture.
with the most basic implementation you're sampling one extra texture so that's a thing someone might choose to argue over. If you dont' have any need for dynamic changes or haven't planned to mix and match luts with the grayscale source textures then you're really only gaining in terms of memory footprint.
This sort of thing is extremely common in vfx and the shader world so I imagine it's not going to be a strange idea to the shader programmer.
in terms of what happens on the GPU I would expect it's very specific to your implementation so i can't possibly comment
I'm a big fan of the technique independent of any efficiency gains - its a hell of a step up visually from multiplying your basecolor over a grayscale map and it opens up all sorts of options if you have customisation systems or want to re-use assets
@Justo I used a triangle because you want this three edges; you also could use a multitude of three and select the three edges later to bevel and resise them along X/Y. (Oh i misses this in the following image )
@hanabirano: Really nice.. now thinking about a more modifier based approach..
Over head fans or central air units = A.C.'s can add to issues, also need natural lighting in the room is a good bonus and figure out a way to deflect the bounce light, a very old program called f.lux i used to use now i do not use anything, no tricks i just be sure to get natural light onto my eyes and viewing long distances more that i used to. There is also a defect the eyes go through when they adjust to the screen which starts to seemingly collapse the eye shell and cause warping, which once i learned about this i took very seriously.
& for those that have had eye surgery/s: eye collapse syndrome
Just a heads up.
eating well is really important for all functions of existence, sadly it would seem that 95% of people living at anytime are not told how to even eat. I won't change this threads topic cause i can bring up all causes of issues and it wouldn't be helpful to the concern currently, wanted to inform about the dysmorphia created with long term screen use.
These are some Vehicles that I made for Spectre Divide while working at Mountaintop Studios. One of the great challenges of the art style was that, being a tactical shooter, we had to make all cover in the game conform to a box shape with straight edges for clear player sight lines. That means even the Vehicles need to be very boxy. These limitations were a fun way to shape a unique art style for our environments. All these Vehicles were textured using trim sheets.
ya, UE only! For everything else, Polyhaven and Textures.com are pretty good. I might actually switch over to these other two (as well as make my own) just in case Epic decides to pull a Riccitello. The less strings attached the better
Those are really good points of feedback Dabou, now that you mentioned the ears look way too thin indeed, thanks!
I did another stylized head study:
And about the giving up part, I believe there are pros and cons, one thing that I can tell you is that it's been a while since I last updated my portfolio and my computer is filled with eternal WIPs, so sometimes sticking to a project might not be the worst outcome (especially if it's one where you can practice a whole pipeline)..
Talking about whole pipeline, I decided to start another character yet again, and this time I really want to move on from the high poly and study the whole pipeline, creating the clothes were really frustrating and again I almost gave up, but I'm trying to go with a mindset that it doesn't matter if it will look good in the end, what matter for this project is reaching the end.
Here's the progress so far, most of it is still in the blocking stage.