STEVEN OSTUNI
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Shaders, Nodes, and Other Digital Trickery! (Created using Blender's Node Editor unless specified otherwise)

Click here for Image Editing
Real-Time Subsurface Scattering and Gummy Shading (Using Various Methods)
Toon Environment-Based Lighting Using Hand-Drawn Normal Maps (Base Character Designs from Pop'n Music)

Unity Shader Graph: Refraction, Ocean Waves, and Pulsating Glow Effects
Stylized Blender Volume: Fake ambient occlusion was created by sampling each of the procedural alpha textures.
​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!
(Inverse hull method, using ambient occlusion and curvature to set thickness.)
​Pen & Ink Style Shading
Creating 3d objects and effects using stacked planes, nodes, and textures. Can be exported to real-time games!
Detailed, low-poly ground using stacked planes & a depth map (in Unity)
Low-poly furry cavern. Detail is created with layering geometry and a speckled alpha texture. The alpha cutoff tapers with each new layer of geometry. A great way to create detailed, mobile-friendly 3d environments.
​Experimenting with Procedural Textures
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  • Home
    • 2D Home
  • More Stuff
    • Art >
      • 3D Art
    • Animation >
      • Collaborations
    • Game Design >
      • Piggy Rescue
      • Giggles' Big Adventure
      • Palace Pranx
      • Unlikely Allies: A Fish's Tale
      • The Red Dragon of the Tropics
      • Medusa's Palace
      • Polluted Paradise
      • Pumpkin Eve
      • Decoupage
      • Aaru
      • Tina
      • Board Games
      • Buffaluna
    • Shaders >
      • Image Editing
  • About
  • Contact