Thank you! I made it using shapes to spawn the leaf particles in the tree. Then i transferred the normals of the blob shape onto the new leaf particles. I went through a few different designs of the textures first

i also use Toony Colors pro 2 in Unity by

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working on facial expressions for remake's Arc. lots on the to-do list, normals might need some tune ups. hair isnt prepped for movement so is stiff in these shots. also, no ahoge. gonna do an animated series of expressions to see how it looks in motion.

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Thread! :) Here are reasons I believe Zipcy Supernormals will go wildWILD! https://t.co/8L9BEUstzb Note that I own a bunch (but not part of the org), so I guess that is some kind of disclosure. :) We've been following it very closely in the PROOF Collective 

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and finally, but now it's all modern paranormals....

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Comparison between Rathian meshes for MHFU, MHW and MHR. Wireframe, Naked Model (with normals correctly set), Textured and Rendered (with PBR textures properly applied).

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No sé pq lo hice así pero este es bONNET no Bonnie, que quede claro que es algo original (Copia Barata De FHS)

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Me faltó una cosita pero x
Bueno, me dormiré tarde otra vez pero dejo un dibujo rápido del protagonista de mi plagio latino jj no tengo claro su diseño ni paleta de colores pero me conformo (Copia Barata De FHS)

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Become a brilliant material artist with our most recent FlippedNormals Exclusive - Smart Materials in Substance Designer for Games! Learn how to make AAA-quality materials directly in Designer.
https://t.co/EmaIacn4e5

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Here some other perspectives and the Wireframe.
The fire is just a basic sculptet mesh with invertet Normals.

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Yet another light baker. Actually does some ray marching, but still pretty ad hoc.

The textures are:
1. Normals (procedurally painted in big chunky strokes)
2. 3D Signed Distance Field
3. 3D Ambient Occlusion in positive and negative X,Y and Z

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My current little project - working on a rat character for myself! Experimenting with more textured geometry - my previous project was all flat shaded, and had no normals or AO mapping (whoops), so I intend on figuring that out as this one progresses.

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miscellaneous abnormals
i prommy there will be new years art soon

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So, this is not the style I'm going for with this, but I though it was interesting. Now properly UV mapped, I can procedurally paint my procedural islands in world space. Here, I'm just painting the normals back on in blotches, transforming a low poly look to a sculpted clay look

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Fortunately, I get to talk to nice people and learned that the problem was that there were unflipped normals. (needed to select everything and shift+n)

The left model below is what it looks like when some polygons aren't flipped properly(it is read as transparent in Unity).

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More shark porn by get horni'd normals

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they really put this move in a fucking game that gives MULTIHITTING CLASH ARMOR ON CHARGED AIR NORMALS

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here are some closeups to show the normals!

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ok i fixed it (was using the wrong normals)

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