I tried recreating one of 's pieces in 3D because I love the colour palettes. This one was pretty complex, there's a lot of backface culling, custom toon shaders and rotational constraints to achieve the final look but I think it turned out well

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was working on a dithering shader for our own game, felt like implementing it on reshade.
Blasphemous looks like the ideal game for the test run!
part 1/2

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I do Destiny inspired makeup (shaders and more)and drawings 😁 (pictures are my awoken Stormcaller, dawn & dusk shader makeup, Eris with edits and without with my pic of oryx I drew)

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Trying to understand shaders black magic a little more, so I've made a pixel-perfect outline filter+shader for and framework. You can grab it here: https://t.co/8mxUWUqVGR

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Added foam trails / interactions with water.🚣‍♀️
I'm using ring-shaped particles on a separate layer, rendered to a render texture by a secondary orthographic camera looking directly down. This texture is then being passed into the water shader.

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You guys ready for the sexy water of Tiamat ?? I just finished our first river and lake shaders 💎🌊❤️

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I'm exploring blender just a tad with shaders and such; trying to get a feel for colors before I try to model. I don't want to work hard on a mesh only to not know how I'll complete my vision.....

I used the model from here -> https://t.co/r6e8t8puQn

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Just a nice pose for Kejas: I wanted to update some shaders a little bit too. Added some very feint rim lighting to his skin and hair

side note, i hate how twitter crops images
https://t.co/Jxa6SGcZ5N

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The result of playing around with Unity shaders for grass. :3

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So my issue with most cartoon shaders is hey, cartoons dont care about how light behaves and also hey, I'm not that good at modeling.(1) SO I made myself a shader that only cares about the distance from a point (in this case a light haha) and that's much cleaner.(2/3)

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You can never have enough water shaders, here's one inspired by . Made entirely using Unity's shadergraph.

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Fast test with procedural shaders.
Everything is still editable with Speedflow!

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Tora! 's darling daughter. Modeled in blender and shaded in unity with my pixel-outline post-process shaders.

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[Titanium Slumber]
Really enjoying coming up with smooth and tranquil metallic surfaces. New experiments in noise and shaders.

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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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First time on the train!✨

I'm a game & technical artist studying at and love working with stylized art, 3D and shaders. I'm currently not looking for work, but couldn't resist joining in ouo) b

☘️ https://t.co/prfyrPt0BR
🎨 https://t.co/pRaICs1RCT

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Thinking about vegetation but in 2D and 3D. Next I really want to explore in-engine environment art and dive deeper into shaders and stuff.

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[Eldritch Prism]
A bit of a bold one. Manipulating textures and bump maps on a ray marched surface.

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Day 7 Enchanted. Used today to try and get Toon shaders working



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