Normality of Abnormals Generousの悪い癖。

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Practicing those shaping functions and normals calculation👻

Planning to do more of these with the same style as my profile banner every week

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luniro crouching normals

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Fixed the most persistent bug in my Jill mod!!! - The cloth normals tiling incorrectly. The mask for it was hidden in the "_alp1.tex.10" file. Also fixed her broken knuckles too but that just required a little bit of weight painting. I'm on track for a public release January 1st!

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Our talented 3D artist, has been working on improving how light affects characters' faces by tweaking normals.
UW girls(and boys???) are pretty at every angle!

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🌟 My commission queue is completely empty and I still have all of my comms. Opened!
• normals: pinned tweet!
• $25 badge: Character Holding Sign w/tag(s) (no print or lamination)
• $3 Doodles !

Saving up $ to help out with my love and I’s cosplays ! 🌟

RTS appreciated!

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Can I trust a vampire?
I think not.
Welcome to ☠️THE DEAD GAME☠️
https://t.co/sBpNMT2YGh
☠️PREY FOR THE DEAD: Book Two☠️
https://t.co/PuCnQkXKqH

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Experimenting with adding character width display (in purple here) to the hitbox script. This determines where you hit the corner, and also factors into the distinction between close/far normals.

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the textures are still really shitty (did them in like 5min to get some color in) but I managed to bake the normals on the lowpoly model! Can't wait to make some actual nice textures for this guy :>

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Some small steps with weapon design that I working on in spare time. WIP. Everything modeled using mid-poly workflow and weighted normals, game-ready intended. Blender 2.8 helps in that a lot. Damn, why we still use high poly+low poly, anyway? :D

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Even with a commission for a friend ongoing I've still managed to do some bakes from the props I've sculpt last week and here's the result! 😃

Still having some problems during the bakes specially with the normals, but for now that's a problem for future me 😅

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Sham-TさんのNormality of AbnormalsよりOnedouble
アシンメトリーが良い

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I'm not great with shaders, quite a novice really, but the best solution I'v found for a consistently thick outline in this style is to literally copy the model, flip normals, scale it out and turn it black. Any suggestions?

This works great, but is probably not that efficient.

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