Definitely a cell shader. I started off as an air brusher but it didn’t look sharp enough for me. https://t.co/DSKnpW3e5m

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Cell shader. I'm not very good with color tbh.

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I'm a horrific amalgamated fusion of an airbrush shader and a cel shader.

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Cel Shader. Although I don't really do shadows in my drawings most of the time https://t.co/LxFUyUfmm6

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Creating my own mecha model in inspired the Yuusha robots. And here is how to make the Yuusha Anime style crystal shader.

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Since not a lot of my assets made it into the game I wanted to share some here. We did win best Art but it's all thanks to the carry of Art and Shader. I was happy to contribute but I did a lot more gamedesign this time.
check it out: https://t.co/PItr5DyQXy

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Updated the maker model with a new free toon shader. Also funny sonic 3 pose.

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New generative system for just drop !

This is a collaboration work with

Planets maps with a shader.
This piece is not just generative but interactive .

Check it at :

https://t.co/iYb8Hv04pv

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Having some fun with my shader.

I'm a bit disappointed that killed off fuse. I'm now using the old Steam version. Still gives good textured base meshes. :)

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Got some nice ivy in a pot. All in with Pot is completely procedural from

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Another brick (mine is from is a seriously underrated piece on I love the composition, interactivity, vintage shader... The potential of this guy is huge, can't wait to see what he creates next 👏

https://t.co/tBYRJzZuPk

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My most recent project: A character with a fully custom painterly shader. Based on concept art by [See inside] https://t.co/HjrewEx74Q

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A little more work on the sprite shader.

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I tried exporting this model with render queue stencil buffer trick from Unity to GLTF however it fails to maintain the depth mask shader.

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More progress on my metallic addon for my shader. I wanted something that was almost flat but also looked spray painted on. I'm overall happy with the results but am still going to tweak some.

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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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As you can probably tell I know jack shit about colour theory or any of that artistic bs :P
I do like these little bits though. No textures or anything, just bare mesh and a shader.

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It is done. My 2D Oil paint shader is complete.
Might make it public if people would want that, or even upload a "how to make this" type thing, because I have yet to see any resources on how to do this exact look in a shader.

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This is a great image for me to tune the shader. I am still working on hue/saturation and so far it works better at a scaling of 5x but I feel not a bad result for a noob.

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