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)
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.)
(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