Oh, I just made a bump map image and drew over it, then used some image editing tools to convert that black/white bumpmap into a full normalmap and tried to tidy it up a little.
So, to clarify, those insets aren't part of the geometry, it's just normals, hope this helps!
So, to clarify, those insets aren't part of the geometry, it's just normals, hope this helps!
November 10, 2025 at 11:17 AM
Oh, I just made a bump map image and drew over it, then used some image editing tools to convert that black/white bumpmap into a full normalmap and tried to tidy it up a little.
So, to clarify, those insets aren't part of the geometry, it's just normals, hope this helps!
So, to clarify, those insets aren't part of the geometry, it's just normals, hope this helps!
thank you !! i do have to be totally honest that by doing textures i moreso mean assembling + editing as i go, so most of this is longerrpigs' work lol... i Have made a small normal here and there but that's just drawing smth in b+w and sticking it thru this: cpetry.github.io/NormalMap-On...
November 9, 2025 at 6:58 AM
thank you !! i do have to be totally honest that by doing textures i moreso mean assembling + editing as i go, so most of this is longerrpigs' work lol... i Have made a small normal here and there but that's just drawing smth in b+w and sticking it thru this: cpetry.github.io/NormalMap-On...
In #Koikatsu, the spheres and lighting are overly simple, which makes shadows and reflections look unnaturally flat. Using a shader with NormalMap and (Set_)HighColorMask can help add distortion.
November 7, 2025 at 11:26 PM
In #Koikatsu, the spheres and lighting are overly simple, which makes shadows and reflections look unnaturally flat. Using a shader with NormalMap and (Set_)HighColorMask can help add distortion.
私は最近溝は表面にうっすいポリおいてNormal編集で誤魔化すという手を使ってるな
NormalMapでも良いのだけれど、これだと解像度を気にしなくていい
NormalMapでも良いのだけれど、これだと解像度を気にしなくていい
October 23, 2025 at 4:14 PM
私は最近溝は表面にうっすいポリおいてNormal編集で誤魔化すという手を使ってるな
NormalMapでも良いのだけれど、これだと解像度を気にしなくていい
NormalMapでも良いのだけれど、これだと解像度を気にしなくていい
I'd think payment processors would not have a clue how to dig through the imagemap/normalmap to find where those nipples are hiding on the action menu.
October 22, 2025 at 2:41 PM
I'd think payment processors would not have a clue how to dig through the imagemap/normalmap to find where those nipples are hiding on the action menu.
October 10, 2025 at 12:30 AM
TIL: [JS] Explicit resource management
→ github.com/pdubroy/til/...
Don't miss the getter trick! It's super helpful and not well-documented.
→ github.com/pdubroy/til/...
Don't miss the getter trick! It's super helpful and not well-documented.
October 9, 2025 at 12:22 PM
TIL: [JS] Explicit resource management
→ github.com/pdubroy/til/...
Don't miss the getter trick! It's super helpful and not well-documented.
→ github.com/pdubroy/til/...
Don't miss the getter trick! It's super helpful and not well-documented.
Wip midpoly version of SnekOS is already on my b00sty for my test subjects!
For those who just wanted this character for the blender purposes, without all the unity things.
Contains body with higher polycount, new nsfw normalmap and merged armature for autoik
For those who just wanted this character for the blender purposes, without all the unity things.
Contains body with higher polycount, new nsfw normalmap and merged armature for autoik
October 6, 2025 at 4:46 PM
Wip midpoly version of SnekOS is already on my b00sty for my test subjects!
For those who just wanted this character for the blender purposes, without all the unity things.
Contains body with higher polycount, new nsfw normalmap and merged armature for autoik
For those who just wanted this character for the blender purposes, without all the unity things.
Contains body with higher polycount, new nsfw normalmap and merged armature for autoik
Every asset was shot with the Normalmap-inator set to MAX.
And I wouldn't have it any other way.
And I wouldn't have it any other way.
October 6, 2025 at 1:11 PM
Every asset was shot with the Normalmap-inator set to MAX.
And I wouldn't have it any other way.
And I wouldn't have it any other way.
Textured tent for Dark Interval (mesh by Cvoxalury). Closely modelled after soviet tents occasionally used in student expeditions, though we'd usually add extra tarps on top for waterproofing.
1451 polys , 1k texture, handpainted normalmap.
#gameasset #indiedev #sourceengine
1451 polys , 1k texture, handpainted normalmap.
#gameasset #indiedev #sourceengine
September 18, 2025 at 6:10 PM
Textured tent for Dark Interval (mesh by Cvoxalury). Closely modelled after soviet tents occasionally used in student expeditions, though we'd usually add extra tarps on top for waterproofing.
1451 polys , 1k texture, handpainted normalmap.
#gameasset #indiedev #sourceengine
1451 polys , 1k texture, handpainted normalmap.
#gameasset #indiedev #sourceengine
The base #material of the water is a #blendedmaterial with two different #maps used. One is for the #mask and another is for the foam. There is a #normalmap used in the #bumpchannel. Keep a close watch to creativesnext.com for #3dassets.
#3dmodelling #material #simulation | [email protected]
#3dmodelling #material #simulation | [email protected]
September 16, 2025 at 3:00 AM
The base #material of the water is a #blendedmaterial with two different #maps used. One is for the #mask and another is for the foam. There is a #normalmap used in the #bumpchannel. Keep a close watch to creativesnext.com for #3dassets.
#3dmodelling #material #simulation | [email protected]
#3dmodelling #material #simulation | [email protected]
Obrigado NormalMapOnline (cpetry.github.io/NormalMap-On...), OpenGameArt (opengameart.org) e FreeSound (freesound.org) por existirem <3 graças a vocês meu joguinho 3D ta conseguindo ter mais vida em 2 dias do que meus 2D em 5 meses
September 7, 2025 at 3:22 PM
Obrigado NormalMapOnline (cpetry.github.io/NormalMap-On...), OpenGameArt (opengameart.org) e FreeSound (freesound.org) por existirem <3 graças a vocês meu joguinho 3D ta conseguindo ter mais vida em 2 dias do que meus 2D em 5 meses
here's how i do scar normals !!!!
make a greyscale version of the scar, with white being higher/raised, black being lower/sunken (1st pic is diffuse, 2nd is greyscale)
input the greyscale image into this website -> cpetry.github.io/NormalMap-On...
+
make a greyscale version of the scar, with white being higher/raised, black being lower/sunken (1st pic is diffuse, 2nd is greyscale)
input the greyscale image into this website -> cpetry.github.io/NormalMap-On...
+
September 7, 2025 at 1:25 PM
here's how i do scar normals !!!!
make a greyscale version of the scar, with white being higher/raised, black being lower/sunken (1st pic is diffuse, 2nd is greyscale)
input the greyscale image into this website -> cpetry.github.io/NormalMap-On...
+
make a greyscale version of the scar, with white being higher/raised, black being lower/sunken (1st pic is diffuse, 2nd is greyscale)
input the greyscale image into this website -> cpetry.github.io/NormalMap-On...
+
September 5, 2025 at 11:31 AM
And the logical next step, of course, is the implementation of the ‘object3d_normal’, which renders the object's normalmap!
Done! 😋
Done! 😋
August 31, 2025 at 5:19 PM
And the logical next step, of course, is the implementation of the ‘object3d_normal’, which renders the object's normalmap!
Done! 😋
Done! 😋
August 29, 2025 at 2:54 AM
Goggoles workflow
1/2
1/2
August 22, 2025 at 5:27 AM
Goggoles workflow
1/2
1/2
Und hier sind jetzt alle 3 Teile zusammen.
1. Bildvorlage
2. grober 3D Nachbau der Vorderseite mit eingerechneten Konturen, die vom Vorschaubild mit Kantenfilter extrahiert und erst in Normalmap, dann Heightmap und dann eine Deformation umgewandelt wurden
3. nachgebaute Pose
1. Bildvorlage
2. grober 3D Nachbau der Vorderseite mit eingerechneten Konturen, die vom Vorschaubild mit Kantenfilter extrahiert und erst in Normalmap, dann Heightmap und dann eine Deformation umgewandelt wurden
3. nachgebaute Pose
August 17, 2025 at 5:51 PM
Und hier sind jetzt alle 3 Teile zusammen.
1. Bildvorlage
2. grober 3D Nachbau der Vorderseite mit eingerechneten Konturen, die vom Vorschaubild mit Kantenfilter extrahiert und erst in Normalmap, dann Heightmap und dann eine Deformation umgewandelt wurden
3. nachgebaute Pose
1. Bildvorlage
2. grober 3D Nachbau der Vorderseite mit eingerechneten Konturen, die vom Vorschaubild mit Kantenfilter extrahiert und erst in Normalmap, dann Heightmap und dann eine Deformation umgewandelt wurden
3. nachgebaute Pose
You know he's getting serious about his little-worlds when he re installs #CrazyBump (about every 4.35 years).
#3d #GameDev #ArchVis #Blender #BumpMap #NormalMap #ItsAlllACheat #StylizedRealism
#3d #GameDev #ArchVis #Blender #BumpMap #NormalMap #ItsAlllACheat #StylizedRealism
August 17, 2025 at 5:38 PM
You know he's getting serious about his little-worlds when he re installs #CrazyBump (about every 4.35 years).
#3d #GameDev #ArchVis #Blender #BumpMap #NormalMap #ItsAlllACheat #StylizedRealism
#3d #GameDev #ArchVis #Blender #BumpMap #NormalMap #ItsAlllACheat #StylizedRealism
Die letzten paar Schritte sind alle Blender. Um die Informationen aus dem Vorbild zu extrahieren Gimp, Anim8or und cpetry.github.io/NormalMap-On...
August 15, 2025 at 11:09 PM
Die letzten paar Schritte sind alle Blender. Um die Informationen aus dem Vorbild zu extrahieren Gimp, Anim8or und cpetry.github.io/NormalMap-On...
Made a simple tiling and normalmap texture from a photo. Its the first time I've done this for a long time so its not great, but I wanted an excuse to try the Material Editornin S&box. Really loving S&box after the recent updates, its coming along so well
August 3, 2025 at 12:34 PM
Made a simple tiling and normalmap texture from a photo. Its the first time I've done this for a long time so its not great, but I wanted an excuse to try the Material Editornin S&box. Really loving S&box after the recent updates, its coming along so well
After reverse engineering some other people's nodegraphs, I finally figured out parallax occlusion!
the parallax effect gets 90% of the look of displacement with 1/1000 the tris
the parallax effect gets 90% of the look of displacement with 1/1000 the tris
August 2, 2025 at 9:37 PM
After reverse engineering some other people's nodegraphs, I finally figured out parallax occlusion!
the parallax effect gets 90% of the look of displacement with 1/1000 the tris
the parallax effect gets 90% of the look of displacement with 1/1000 the tris
Creating a Custom Terrain Shader in Unity #Unity #Shader #Terrain #Performance #Texture #Material #Bumpmap #Specular #Normalmap #Lod #Smoothness #Lighting #Surface #Custom
Creating a Custom Terrain Shader in Unity
In this tutorial, we will create a custom terrain shader in Unity to give your terrain more realistic textures and lighting. This approach allows for better performance and c...
www.sharpcoderblog.com
July 28, 2025 at 1:53 PM
Creating a Custom Terrain Shader in Unity #Unity #Shader #Terrain #Performance #Texture #Material #Bumpmap #Specular #Normalmap #Lod #Smoothness #Lighting #Surface #Custom
3DモデルのテクスチャやNormalMapを描いてて息抜きに落書きするようになってしまった
July 27, 2025 at 3:40 PM
3DモデルのテクスチャやNormalMapを描いてて息抜きに落書きするようになってしまった