i GOT very VERY excited once I learned how to get that liiiiiittttttle white edge highlight without affecting the normals I modified. I just totally took a blind swing and it worked out! Ignore the rest.

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Here's a quick image I through together to show what the Master Chief Collection's customization renders could look like with better lighting, shading, and with models that retain their in-game textures and normals. Turntable animation here: https://t.co/EHYlP87EiK

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WIP of another character from my fighting game. This ones working name is Druid but it‘ll change, he’s a trap character with fast normals. He can plant the sphere in place and hit people into it, kind of like a placeable corner to bounce the opponent for combos.

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Very simple trick to create outline. by add extra solidify with flipped normals and assign black material to it.

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cheap trick: you can turn the substance world space normals map to B&W then convert the white to transparent for instant shading. I used it here because a bit of face definition gets lost with the shadeless style

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Finally. Finished this, I wanted to do better with the texturing but everything kept going wrong like my normals are all kind of fucked up for some reason and let's not even check my UVs, also this exam is for tomorrow so I just wanted to get it over with.
Original by !

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Con esa mesh duplicada aun seleccionada, vamos a las propiedades de material, añadimos un material nuevo de color negro. Activamos el Backface Culling
Por último pulsamos CTRL+N y hacemos flip a las Normals.

Voila! Linea exterior.

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The results are in and we're happy to announce the winners of the FlippedNormals Warlock challenge!

🥇1st Place in the Real-Time Game Character Category goes to Rene Völker

See all the winners in this category here: https://t.co/xCXF6gwJJg

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also these two, though this game is just generally really good at giving characters forceful normals from crouching positions that still fit the stance (even some of the more "normal" crouching poses have things going on in them that are very nice)

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And of course, here are her vertex normals up close!~

I feel like I might be slowly getting the hang of them, bit by bit!

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Those small vertex that compose a model are called normals, each one of them reflects light in the direction that pointy thing is facing. It is essential to master those to do 3D NPR and get believable 2D shadows.

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i got it
normals are wonky, but at least the texture is displayed correctly

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BattleAcademia EZREAL W.I.P😎[PATREON REWARD]
Lv1] Workprocess
Lv3] Wallpaper
Lv5] PSD
Lv10] NormalSpeedPainting+Brush

PATREON https://t.co/GaFfhlKZPs

GUMROAD https://t.co/lR9ipgalIS
YOUTUBE https://t.co/94LouIvc6X


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The silhouette was achieved by duplicating certain meshes and using a solidify modifier with the normals flipped/backface culling enabled

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First pass on the normals look.... normal 😂💯💯💯

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Reflexさんに教えてもらったLegacy Blend Shape Normalsってところにチェック入れてみたらめっさ美人かわいいになりました~!ありがとうございます~!🙏✨
(上睫毛が頬を貫いてたのはシェイプキーの数値が100を超えてたからみたいです(バージョンアップでこれもだめになったんですね https://t.co/ctjthnhNly

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Starting our mono-type marathon :O Zygl is running Bugs and I'm going Normals. This'll probably be our project for the next couple weeks. Come join the fun! 🐛 https://t.co/c4bsK4Jb92

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