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Recently talked about using tiled normal maps: https://twitter.com/VIANVOLAEUS/status/1517951160740687873 … Here's a great lil tutorial on making your own in Blenderhttps://twitter.com/JanvandenHemel/status/1518561433092509696 …
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𝗩𝗜𝗔𝗡𝗩𝗢𝗟𝗔𝗘𝗨𝗦 Retweeted
In any ethical
#metaverse, what I show is up to me only. What you see is up to you only. Community sourced filters are a nice convenience. Tech companies must have absolutely no part in this decision, or the metaverse is fucked -- and arguably not a metaverse.pic.twitter.com/WXqpTsrSkX
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Original clothing asset was created by https://malina_a.artstation.com/ https://www.artstation.com/marketplace/p/Rrbkm/swimsuit-md-clo3d-project-file-obj-blend … (great stuff here!) I sim'd it to my avatar in Marvelous Designer, and retopo'd / UV'd it seperately in Blender
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for making it all the way down here, here I am gmod dancing in the voidpic.twitter.com/u8k4HrrQre
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Final tips: If using alpha as transparency: Use opacity channel in Substance to add Alpha channel Add an opacity only fill @ value 1. Mask / anchor your transparent area *invert the mask* Export with a setup like: - Crank up the normal tiling in shader. Use Blend from Basepic.twitter.com/h9Kxj9INGz
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You can also *texture* (color) per RGB section too - combined with alpha values, hue shifting, you can do some cool stuff: Note that it is masked in the grey and black sectionspic.twitter.com/xxMP7X8tz8
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Back to shader: Can use seamless tiled *normal maps* per RGB area - tiny (128/256px) normal maps, but tiled around 50-100 times in the shader, giving you a higher effective TD. You can combine these with an base nrm map for creases and baked normal details etc: (Blend with Base)pic.twitter.com/1NwHSqwYsI
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Hey V, that's cool, but how do I make that mask? In Substance, you can create one from an ID map - Create seperate R / G / B color only layers, Mask with Color Selection and reference the ID map I blur each layer and add a Contrast filter - helps with compression laterpic.twitter.com/MWHyjY7DXz
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RGBA masking requires an RGBA texture - this defines where the shader acts on the mesh. Left, map. Right, shader setup. The region in red can be changed in shader to display as yellow, etc.pic.twitter.com/4qdGQ7Siw8
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RGBA Masking is a particularly handy feature of the shader - similar systems are used in game dev, but it's particularly handy in VRchat - good performance, and easily customisable
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Single material, 3.3k △, using RGBA masked 256px normals in
@poiyomi's shader.
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Dropping a big thread in a few mins with some how-to's
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Vrchat phys bones really is something
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