Check it out if it might be helpful for you!
cpetry.github.io/NormalMap-On...
#b3d #blender
Check it out if it might be helpful for you!
cpetry.github.io/NormalMap-On...
#b3d #blender
Link: cpetry.github.io/NormalMap-On...
#gamedev
Link: cpetry.github.io/NormalMap-On...
#gamedev
PNGTuberemix (program made by Mudkipworld on itch) gives you the option to add a normalmap
So naturally I had to try painting my own normalmap
Lot to learn, but the potential and the result make me SO giddy-
#art #normalmap #ocsky
PNGTuberemix (program made by Mudkipworld on itch) gives you the option to add a normalmap
So naturally I had to try painting my own normalmap
Lot to learn, but the potential and the result make me SO giddy-
#art #normalmap #ocsky
-cubemap reflection + normalmap
-fake subsurface scattering using view dir (camera bounds help this)
-fresnel
-color blend between preset palettes based on vertex(?) height
-baked sim and/or hand animated wave animation w variations
-looots of alphablended quads* for wake fx
-cubemap reflection + normalmap
-fake subsurface scattering using view dir (camera bounds help this)
-fresnel
-color blend between preset palettes based on vertex(?) height
-baked sim and/or hand animated wave animation w variations
-looots of alphablended quads* for wake fx
cpetry.github.io/NormalMap-On...
cpetry.github.io/NormalMap-On...
2) baked coarse normalmap only
3) baked normalmap + detail normalmap
2) baked coarse normalmap only
3) baked normalmap + detail normalmap
I've also added a normalmap for the mane & tail. :3c
#art
www.deviantart.com/mythicspeed/...
I've also added a normalmap for the mane & tail. :3c
#art
www.deviantart.com/mythicspeed/...
It's not perfect & not actually physically simulated (just lerps in an extra normalmap offset in the material shader itself when the surface is pushed down), but it gives the impression pretty effectively
It's not perfect & not actually physically simulated (just lerps in an extra normalmap offset in the material shader itself when the surface is pushed down), but it gives the impression pretty effectively
cpetry.github.io/NormalMap-On...
cpetry.github.io/NormalMap-On...
Krita has a normal map filter and you can make Metallic/Roughness by desaturating and splitting the Alpha in the metallic texture and converting the roughness map as transparency
Krita has a normal map filter and you can make Metallic/Roughness by desaturating and splitting the Alpha in the metallic texture and converting the roughness map as transparency
This one here --> cpetry.github.io/NormalMap-On...
Seems the shader or engine for helldivers just really hates completely flat normal maps
This one here --> cpetry.github.io/NormalMap-On...
Seems the shader or engine for helldivers just really hates completely flat normal maps
Mostly minor fixes, like adjusted normalmap to display normals correctly now.
added 3 new settings to change the sweat roughness, metallic and skin normal.
and I have expanded the tongue rig. 👇
smutba.se/project/e4bf...
Mostly minor fixes, like adjusted normalmap to display normals correctly now.
added 3 new settings to change the sweat roughness, metallic and skin normal.
and I have expanded the tongue rig. 👇
smutba.se/project/e4bf...
#resources
#resources
Added a substracting global light to make normal maps more visible.
Wich do you prefer old graphic style or new one?
#gamedev #indiegame #pixelart #normalmap
Added a substracting global light to make normal maps more visible.
Wich do you prefer old graphic style or new one?
#gamedev #indiegame #pixelart #normalmap
the parallax effect gets 90% of the look of displacement with 1/1000 the tris
the parallax effect gets 90% of the look of displacement with 1/1000 the tris
#gameDev #normalMap #indieGameDev
#gameDev #normalMap #indieGameDev
(I had normalmap set to sRGB instead of non-color and it looked weird)
(I had normalmap set to sRGB instead of non-color and it looked weird)