Visualizing a 3D procedural texture projected from an object. Need to refine the shape more, but this can be used to create new Normals in the material and use them for shading, rather than the real geometry's normals. Can have clean shading regardless of topology!

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HDRP Unity 2020 Template !! Toon Shadered💯Shader Graph. Step Lighting, texture and color Shadows/AO/Specular. Depth/Normals Edge detection(shadows too). No post processing. HDRP Volumetric Lighting and shadow quality are awesome. GIT it here 👉https://t.co/K1goC0cYrB

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An update to that body I showed a while back, the whole character is almost done but I just wanted to showcase the chest normals here

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n sei se é tão diferente, mas meu estilo muda muito conforme aprendo (oq é normals eu acho) https://t.co/DCTyN1xpI0

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Enjoy Upto 50% OFF on FlippedNormals

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Course Include
-3D
-Sculpting
-Texturing
-Concept Art


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How about a magic bird :v
Maybe they’d be some kind of mid-range fighter with long-ish normals, but they fight with magicky-lightning and rarely a few physical moves thrown in!

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Bruh I experimented with my normals and they are so clean rn just need to tweak them a bit more!

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I've done Mikasa's hair but I'm gonna need to tweak it more

Curves have been one hell of a pain for this one mostly because of the normals afterwards so I've got it flat atm but not too happy with the current result

Gonna see what I can do tomorrow to make it more accurate🗿

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Found a cheeky way that worked with this. I duplicated the model and flipped the normals then combined.

If I forgot to mention, now that the model's complete, thanks to for the google drive of the separated Legends models, animations, and art.

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The majority of the model is complete. all that's left is to fix some normals.

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Schedule for the week!

This Tuesday is my BIRFDAY!! I'll be playing Outlast to celebrate, so make sure you stop by!! On Thursday I'll work through more commissions~

pleaseijustwantmyworkscheduletogobacktonormalsoicanstreammore

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Back when I used to use SFM and we had no way to rip the in-game normals. Simpler times... glad we're past it though LMAO. These messages are from 2018 and early 2019, yikes. We all start somewhere I suppose!

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Current character WIP. First time trying proper edited face normals.

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The reason I say this is because I have noticed that both in Dragon Ball FighterZ and DBZ Kakarot, there are examples of the normals breaking to some extent when the jaws are rotated, but the lips are always moved with location instead of rotation, and so, they look fine. (2/2).

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adora learning about normals things 🥺

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The Tool Gun, from Garry's Mod. I've tweaked the UV, materials, and normals a bit, too, so not a truly direct port. The "KILL" tool text actually scrolls like in Garry's Mod, too.

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Update on my Birdy Cephon Altera model. I reworked my texture shading and normals. I'm also currently rigging it. What do you think?

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Working on a metal shader for ' character where vertex colours are used to control where highlights and AO appear and then combined with edited normals. Cool way to implement more stylised shading. Render with lineart in comments plus preview of the vertex colours :D

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Some progress on ' character WIP... testing painted vertex AO in combination with edited normals in a bunch of areas (mostly upper armour pieces). Slowly getting there (and I totally keep forgetting to press record, oops!)

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Some more progress on the 3d Model stuff as a base for VRChat shenanigans(aka Tan is upset that MMD models are asses and don't have proper corrective blendshapes for arms and legs and knees or proper normals). Big thanks to ans his streams for some of the wip stuff

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