#normalMaps
somewhat obsessed with how nice this looks. i need to include normalmaps more often with my model commissions 😭
November 24, 2024 at 10:55 PM
Made more uv adjustments today so now its time to start baking normalmaps YAY
March 28, 2026 at 6:43 PM
Normal maps in the narrative scenes, perhaps?

#SpudCustoms #NormalMaps #gameDev
April 17, 2025 at 4:45 PM
progress, time for normalmaps rigging and animation i think (also im live www.twitch.tv/philtacular)
November 8, 2024 at 5:35 PM
the denoiser doesnt like normalmaps :( so here's some closeups from the viewport
i probably should just get Sub Painter soon, but maybe i should take a few more comms before i consider....
November 17, 2024 at 1:27 AM
Learnt how to bake on my lunchbreak. 🥸

#blender #gamedev #3dmodelling #baking #normalmaps
January 9, 2025 at 1:29 PM
How on earth do people work with normalmaps, these are the most confusing things ever
September 15, 2026 at 12:04 AM
thats the magic of normalmaps i guess
March 5, 2025 at 3:40 AM
lol, what if we added normal maps to Spud Customs?

#pixelArt #lighting #godot4 #normalMaps
April 16, 2025 at 4:35 PM
Baked Beanz prop. Lowpoly final can is 184 triangles.

#blender #gamedev #beans
November 19, 2024 at 5:27 AM
When evaluating a graphics technique it's always worth testing with normalmaps, artifacts that may go under the radar on a smooth surface may become an issue when adding normal variation. Showcasing this with the split sum IBL approx and the specular leaking normals and lack of occlusion introduce.
November 8, 2024 at 5:28 PM
Thinking about using Normalmaps. I'm not sure hooooow useful they are, or if I like the effect, but we'll see! Definitely better to do this by hand for pixel stuff, as I'm finding out <<;;
October 15, 2025 at 1:08 AM
Engines that support environment maps, normalmaps, phong, goroud shading and (somewhat) high poly counts are very capable of imitating these aesthetics.

The only issue I've run into in my own tests is lighting:
August 29, 2026 at 8:57 PM
I was wondering why, although I had incorporated some depth-shading to the art, that it felt flat. Turns out normalmaps are a must!

#Godot #gamedev #indiegame #topdown #pixelart
May 19, 2026 at 7:09 PM
Normal maps are so wild, previewing changes in realtime here with the free version of Sprite Illuminator.

#normalMaps #pixelArt #lightDesign
April 17, 2025 at 1:50 AM
Let's have some Dark Interval trivia

Our citizens aren't just Half-Life 2 citizens. They use hi-res facemaps and unique facial normalmaps.
They also have extended anim sets, especially the gestures.
January 30, 2025 at 6:39 PM
Still playing with dynamic lights and shadows.

Tried drawing normalmaps for sprites. Still weird results sometimes, but at least I can read them (maps) without any problems now.

#unity #unity3d #gamedev
June 8, 2025 at 12:26 PM
To someone as unfucked up and not crazy as me, normalmaps are just maps
August 20, 2025 at 5:36 PM
okay tonight i'm gonna try focus on making some material for diapercritter retexture comms so I can eventually start taking them

gonna try do up some fancy renders for examples and then make a little page or two of info for it! showin off normalmaps and specular and whatnot..
August 26, 2026 at 12:28 AM
god i love how powerful normalmaps can be.

4K normal map (8k output). could theoretically go down to 2k if needed but she's medium even with the 4k body normal map x3
October 17, 2025 at 1:51 PM
on a positive note, i think ghe pokemon themselves look very nice. minus the desaturated older mons but i fixed that with a mon. i like seeing the normalmaps(texture overlays like fur or scales) on pokemon and seeing the subtle feathers and scales!
December 7, 2024 at 10:36 PM
I am slowly trying to replicate the lighting again some how, but I don't know how.

I know for example that normalmaps while not quite right, are also quite pretty. This is why I prefer working with depth maps. normalmaps are too stimulating to look at for long periods of time.
July 19, 2025 at 7:28 PM
Picture frame model props for UNITY / #VRC for worldbuilding. All props share a single texture sheet and the combined polycount of all 6 models is 1403 triangles. Normalmaps and woodtextures in substance painter.

#gamedev #blender
January 8, 2025 at 4:08 AM
I've got the heightmaps + normalmaps generating smoothly now, both implemented as extensible little worklets. I love it when a plan comes together~

It's cool to see that uniforms and parameters update and see the effects in real time

#threejs #webgpu
February 8, 2026 at 7:17 PM