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

0 0

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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Some of the items use two separate shaders due to the need to have them look "shiny". Ordinarily Kura5 uses a toon ramp shader but this "crimson beverage" bottle uses a matcap shader.

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OK GOT SOME SHARP SHADOWS

Still gotta add custom shadow color since harsh shadows aren't my vibe today.

For anyone who wants to add these changes to the shader, here are the lines for the no-outline variant of the shader. Just round these values.

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I think I'll stop by Furality convention later this weekend, so currently modding my halloween avatar to their custom shader. This monster combined with the really wet nasty cough I have is actually going to be amazing

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Halloween reminded me of last year's Dota Diretide featuring this spooky illustrative shader. It's a perk of working at Valve to have such incredible artists as colleagues and I worked with legends like Jim Murray and in an attempt to recreate elements of their style

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Lapin is coming along. Tail, ears and some arm details to go. Then retopo and then I CAN WORK ON THE HAT.
I am way too excited about that.
I love the NPR material, it gives me a pretty good idea how the normal map is going to look when in a cel shader.

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