𝗩𝗜𝗔𝗡𝗩𝗢𝗟𝗔𝗘𝗨𝗦

@VIANVOLAEUS

(vee-ahn-voh-lay-uss) ¦¦¦ VIRTUAL REALITY ANDROID ¦¦¦ CHARACTER ARTIST /// 3D GENERALIST ¦¦¦ CREATING 3D ART RESOURCES

commissions closed
Joined March 2020

Tweets

You blocked @VIANVOLAEUS

Are you sure you want to view these Tweets? Viewing Tweets won't unblock @VIANVOLAEUS

  1. Recently talked about using tiled normal maps: Here's a great lil tutorial on making your own in Blender

    Undo
  2. Apr 24

    In any ethical , 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.

    Undo
  3. Original clothing asset was created by (great stuff here!) I sim'd it to my avatar in Marvelous Designer, and retopo'd / UV'd it seperately in Blender

    Show this thread
    Undo
  4. for making it all the way down here, here I am gmod dancing in the void

    Show this thread
    Undo
  5. 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 Base

    Show this thread
    Undo
  6. 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 sections

    Show this thread
    Undo
  7. 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)

    Show this thread
    Undo
  8. 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 later

    Show this thread
    Undo
  9. 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.

    Show this thread
    Undo
  10. 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

    Show this thread
    Undo
  11. Single material, 3.3k △, using RGBA masked 256px normals in 's shader. 🧵👇

    Show this thread
    Undo
  12. Dropping a big thread in a few mins with some how-to's 👆

    Show this thread
    Undo
  13. tasty cloth normals

    Show this thread
    Undo
  14. Vrchat phys bones really is something

    Undo
  15. thanks for all the interest! wow

    Show this thread
    Undo
  16. wasn't meant to schedule this yet lmao

    Show this thread
    Undo
  17. Show this thread
    Undo
  18. Show this thread
    Undo
  19. Show this thread
    Undo
  20. Undo

Loading seems to be taking a while.

Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.

    You may also like

    ·