Shaders, Nodes, and Other Digital Trickery! (Created using Blender's Node Editor unless specified otherwise) |
Real-Time Subsurface Scattering and Gummy Shading (Using Various Methods)
Creating 3d objects and effects using stacked planes, nodes, and textures. Can be exported to real-time games!
Toon Environment-Based Lighting Using Hand-Drawn Normal Maps (Base Character Designs from Pop'n Music)
Real-Time Jewel and Glass Shading; Z-Distance Based Color and Gradient Fog (in Unity)
Smoothing mesh normals for fake translucent shading; Editing mesh normals for shading cheats, pearl, marble, and privacy glass.
Tapering, overlap-free Mesh Outlines in Blender. Works in real-time games too!
(An adaptation of the popular Inverse Hull method of video game outlines.)
(An adaptation of the popular Inverse Hull method of video game outlines.)
Pen & Ink Style Shading
Detailed, low-poly ground using stacked planes & a depth map (in Unity)
Experimenting with Procedural Textures