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Fur Ball studies using the Principled Hair Shader by José Rafael C. Fontoura. 🎨
#Maxon #Redshift3d #render #SideFX #Houdini #3d #styleframe #design
His head's in the clouds, got no weight on his shoulders.
@ShaderuVT has become the dangerous woman.
#ENVtuber #Shaderuart #indievtuber #VTuberUprising
Some renders I made with @UgoRibaut's Raimi model! Super proud of him with how this model turned out!
Renders & Shader edits by me, Pattern draping by @JusticeSketches
Tags:
#SpiderManNoWayHome #SpiderMan #Blender3d
I try to be expressive with my colors, shaders and textures. Realism is boring. Abstractions, however, stretch your mind and open up new possibilities for new realities and visual "styles".
That's because the Decal just uses the normal of the Projector obj, not a per-pixel normal based on the surface. (See 👇🎬)
And that's where I'm at 🤷🏻♂️
I could let go of ShaderGraph and just do everything by hand (including a decal projector GameObject) but I don't wanna 😭
6/
So I thinks to myself. Okay, well bye-bye elegance, I guess the decal just has to compute its OWN lighting/shading when it's applied.
I open up the Decal Shader Graph (Unity provides a 'Decal' master node, that's nice)
And I add in the cell-shading there.
But no.
5/
my toon shader is so much flexible to a point i don't even think it should be called "toon shader" anymore, i'd just call it "stylized shader" instead.
i can now do almost any kind of shading i want in this shit lmao
<< left default shading
>> nicobros stylized shader
Just testing rigging and rendering a shader i did using the costume i'm currently working on. (model wasn't made to be used with this shading but i wanted to see how it looks)
I managed to add an toon shader to the Low Poly 3D Render of Momo as well as outlines! >:3