Eric Chadwick said: Thats a cool post, thanks for the share. It's a shame Twitter "X" is so rough now as it was such a nice platform to scroll though various creators, examples - https://x.com/lowpolycurls https://x.com/abraham_cozar https://x.com/CaptvArt https://x.com/_BD3D
Ugh, yeah lots of tools don’t display normal maps the right way in their thumbnails/viewers. Here’s another tip: Normalize your textures! I made a couple SBSAR procedural filters for normalizing textures, since I couldn't find reliable tools for this. Maybe these filters can help you! Normal maps should always be…
Hi guys! I'm facing a problem with normal maps with my gun piece. This is a mirrored part and sharing one uv island. On the mirrored side a strange shading issue appears (i'm attached a screenshot). Checked the case of double vertices and found nothing. For the mirrored side i setting up different smoothing groups, and…
Hey, this is great, thank you for putting it together! I had the chance to tinker around with it today. My next armor set I want to do is for Disruptor so I am starting out fresh with the default assets to try out the shader on. I am using Maya 2011 so I thought I'd share a few of my findings. I also had a few questions…
Alright, I've got a quandary. I'm trying to make a working toon shader for the Nintendo DS. I've seen this done in an existing game (GTA: Chinatown Wars) so I know it IS possible! I'm just not sure how. If anyone has any kind of input, it would be very much appreciated! Edit: I figure I should mention I'm looking more for…
i've got a good few models (300k worth) in a scene that I want to render toon shaded, and I've got a toon shader applied to them (ramp material) as soon as I put the viewport into hardware textured mode, maya dies on me. it's as if the toon shader is using a massive ammount of texture resources, even though there are no…
From the sounds of it you're a bit stuck on how shaders work and the difference between vertex and pixel shaders. Vertex shaders are applied to each vertex. They can be used to set values for each vertex (including things like vertex colours, UVs, position, vertex normal). They don't know about triangles or pixels. Because…
Hello everyone! It has been a little while, I've been working on this off and on over the last couple of years and I thought I would share an update: I have decided to go with Unreal for this project, I tried using marmoset with a cell shader I saw for it, but it doesn't work with version 4 and other initial tests didn't…
I agree with Neox, and I would recommend to not directly assume something is done in a certain way unless you verify it yourself or take it from verified sources. I don't know how this result would be achieved in Nuke, as I am unfamiliar with the requirements/capabilities of that software; but I know of a couple videos…
Hi! What does the mesh shading of the lowpoly look like? Is it the same on all parts using the same texture? Are the stacked shells oriented in the same direction? I would expect the final shading (normal map applied) to look off for each part that's reusing texture but that has mesh shading that's different than the part…