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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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Ms Marvel is a full on Superhero at long last. She now pretends to all the normals that she doesn't know like five guys who can travel to other universes.

For real why is this comic acting like this tech doesn't exist? Reed is back on earth for the love of god!

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attempting to paint normals again

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hey!
little test of bump/normals and lighting
it has some little bugs but i guess works pretty well🤠

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I wanted to try out the Averaged Normals method on a model that has "normal" topology and I think it turned out well! I made minimal adjustments to the original topology and just averaged the normals for each zone. It took about 30 mins total

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I really didn't want to hand edit normals, so I came up with this method of using an ID Mask to manipulate the normals in the shader. All of my shadows snap into place whereas the Guilty Gear model has smoother transitions but it's a pretty nice effect

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-Controlling mid-range
-Pokes that can lead to big damage
-Unorthodox mobility options
-Great anti-air normals but no invincible dp
-Can nullify/pass by fireballs
- Has tk overhead moves
-Comeback factor is a high threat during match

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so I'm using the inverted cull (solidify - normals) and exporting it with an emissive black color. But babylon.js doesn't pick it up.

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it’s fine…i’m normal…it’s fine i’m normalsafewdssg2:;//()423)):2((

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