The base for the effect is really easy!

All it is is a few stacked quads, UV unwrapped in a particular way.

I'll attach a few images here that show the process of setting up the mesh for the basis.

If you want to take it a step further, you'll need to do custom normals.

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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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I finished retopology, uvs, and baked my normals and ao today! Tomorrow ill be rigging and making the greyscale textures since I want to have customizable color palettes per player.

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Broly still WIP. Had a close call a while back but all is well now. Over 200+ sprites have been converted to the new CS, includinig all his Gethits and Normals.

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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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How did they manage to give arnold QWOP normals?

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baked normals and flat colors! This is rendered in Unity but because the lightmaps take forever to bake, I think I'll be using UE4 for this little project

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Auto foliage using level checksum (not a single tuft of grass is hand-placed here), grass actors orient themselves to the slope normals (some are in the wrong angle, need to tweak the math). Terrain was made in Blender with GZDB .obj import

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Oh yeah i forgot to tweet it
not my best performance but after not playing ranked/normals for about 6 months and coming back into the game i still managed to get Gold, i feel good

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Seeing all of these is pretty fucking nutty.
I can actually see Enkidu having Havoc on his A normals now.

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Hydroponic motorcycle.
An experiment with flipped normals and one sided geometry.
https://t.co/ahfWoo6dXe

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I'm working on a creative coding framework for macOS & iOS... here is a WIP on a parametric geometry for w/ With this you can pass a position generator function in and ParametricGeometry will take care of creating uvs and normals!

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