it's dotproduct of a view/camera and a pixel normal vectors ( Fresnel gradient) remapped to some special cube map texture or a gradient . pretty sure should be doable in SPainter too but i never tried. In Blender viewport it's simple like this .
Hey, So i've been doing 3d stuff for a while now but i dont work in the industry. I've tried a lot of stuff and absorbed a great deal of information either through trial and error, tutorials, GDC talks, etc. So take what i am about to say however you see fit. There is a big difference between knowing how to use the tools…
Chase -> Everything in the scene right now is built with blocks duplicated all over the place following the grid. One material for every one of them. I cannot really answer you though, I've been wondering that myself quite frankly. Instances are cheap in memory and these do use the same shader. But I don't know if it would…
^^What he said. It's a term applied in anything art-related, such as how vector-based artwork is basically non-destructive in that you can easily scale it up so it's the size of a billboard or shrink it down so it fits on a business card. (That's why almost all corporate logos are done as illustrator files/vector-based) If…
I'll just make a blockout without any detail. Just to animate a dummy for a pixel art top down 2D game. Needs no clothing or anything just a few color blocks maybe not even a texture for now, just 1 hour tops….. aaaand I've done a low poly model. Okay then.