Art Process: Chicken-Walker Mech

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  • เผยแพร่เมื่อ 31 ต.ค. 2024

ความคิดเห็น • 3

  • @chinmayhota8983
    @chinmayhota8983 8 วันที่ผ่านมา +4

    learnt so much about shader graphs. Thank you!

  • @VoonNBuddies
    @VoonNBuddies 8 วันที่ผ่านมา +1

    Super informative! Thank you for sharing! I wonder if, during the normal map generation step, there is any way to use weight painting to decide which edges will be beveled and which will not.

    • @tinygalactic
      @tinygalactic  8 วันที่ผ่านมา +1

      totally -- you can just paint a "bevel weight" map, feed that into a MapRange node to convert the black->white mask to a minDistance->maxDistance range, and then plug that into the "distance" input of the bevel node. I'm _probably_ going to do that for all my characters as a polish-pass after the whole group is done, basically just to correct the most obviously blurred seams.