got a few questions about the water effect so here it is:

its a mesh with a scrolling texture, with a few particles for give it more body! I didnt even try to make a fancy shader, deformed mesh + scrolling texture works well enough for this

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Started shading the stickers! Once I have these one shader, I'll make the shop and anounce it's grand opening soon! I'm so exited 🤩🤩🤩

Also update on Cyber, she is now fully colored and ready to be shaded

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ANYWAY Unreal Engine trouble aside here's an idea of what I'm planning for the body shader, there aren't any textures yet except for some paint to show some general idea of what it needs to do

And yes those are moving textures

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here's some examples of what the upscaling results look like :)

and here's the shader code (as a godot shader, but should be easily convertible), feel free to play around with it!
https://t.co/UFcoddjQoq

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Thinking of doing a stream to showcase (and explain!) some stuff, like this water shader, black hole, the street effect, maybe that painterly robot thing...

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The main point of this update was to improve the profile of the face, as older versions were a little... let's say... not optimal
Combined with the updated shader, I'm pretty happy with the new version so far

Hopefully I can finish her this week!

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I'm suuuuper proud of this hair shader, it looks fantastic

...that is all, good night 🦋

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then applied it on a plane with a simple shader, in place of the original shadow

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I found out how to add specular and line maps to Kiry shader, and now I got proper hair and dress shine. I will fix a bit of the hair shine and then refine everything else before I do normal editing.

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has allowed us to share a preview of their Animasa Hatsune Miku MMD toon shader, based on her original appearance in Animation Master!

The effect may be released around September for the model's birthday, so go follow Khoast to keep up to date with it!

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The entire scene is using the same geonodes + shader, but here's it on just a sphere for illustration purposes.
Comparing with/without the brush strokes from geometry nodes. As you can see the underlying ("normal") shader does most of the work still.

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Some raw renders. Tying to figure out my favourite shader. I tried a new shader, meant to mimic a 3D print.

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Decided to try making that Terastal Shader, ended up taking 10 minutes to get relatively close.

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Looks a little better in UE4, but yeah I'm still playing with how it looks overall.
Good start for a kinda neat comic book shader, that can also work with a texture rather than a solid color.

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@/no_need_gravity
Messed around more with using the mechanical pencil preset. Kind of a gritty shader, I like it!! Also found out that brushes are not only extremely pressure sensitive, but are also sensitive to the angle I hold the stylus. Literally just like irl 😭 I weep

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Updates! (A thread)

Game Development
We now have low-poly models in development! The left part of these low-poly pictures shows the UV mapping for where we apply paint themes directly from the shader, the right part shows the normal mapping extracted from the high poly model.

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When I got my pc parts and built it myself I was so proud because it was hard earned.

Expectations: play mainstream games with high settings
Reality: I just downloaded minecraft and a shader, played for 5 mins, and still played low spec indie games

Anyways Omori this week

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Just a reference scene from "La fièvre d'Urbicande" for now 😅 We need to pass thousands of geometry elements (capsules for now) into the shader, and we're still looking for an efficient way to instantiate them. I studied your Omega Point code as well, a proper masterpiece!

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Progress on the 3d Model! Have added the shader, texture, body, etc. I only have to do eyes and pawpads and then I can import my rig in and be done!

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P.S. there's currently no real fake (TM) subsurface-scattering-implemented in the shader, so I used a light emission (map) to simulate it. especially for the petals

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