The new KEMORIG build is out! 🎉 🗺 Introducing the New Level Tool. Setting up levels is easier than ever 😀 Plus: a bunch of editor quality-of-life kemorig is a crowd-funded Unreal Engine VTuber app. Human-made by an ex-AAA game dev. Available on Patreon: www.patreon.com/protowlf/pos...
The alpha testing is simple, but it works out the best. It's easy to work with too! In Substance Painter, I use the User Channels for each mask, and output them as channels in one texture. I also set it up so I see a preview color while painting the masks. That's it! Hope this is helpful.
Initially I thought Signed Distance Fields would be my solution, but they actually look worse I think. Guess SDFs lose their benefits with high resolution. Turns out SDFs aren't always the solution -- sorry tech artists. Plus, high res SDFs have huge file sizes. No thanks!
This also lets me control colors in the shader. Neat! I pack 4 masks into 1 texture (RGBA), so I can blend 5 colors. Or if I need more, I can make the last mask reveal a 2nd texture for color lookup. Masks are painted in Substance with the tiny bit of softness you get from the default hard brush.
My new solution: paint masks for each color, and in the shader do a basic 50% cutoff on the masks ("alpha testing") to blend colors. Always looks sharp! A bit of wobbliness up close, but the texture sizes are tiny, so you can easily make problem areas super high res.
Previously, my solution was to separate different colors with topology. This gets the "best" result (perfectly sharp), and I actually still do this in some places. However for full body fur patterns this is impractical. Lots of polys, and iterating is a nightmare.
The problem: if we paint flat colors into a texture we get a blurry and unappealing look. It comes across as "soft". It's also hard to paint consistently. Resize your brush, and suddenly lines are less sharp!
With the newest version of my model I learned new tricks for cel shaded textures. Here's my new way to get nice, sharp lines between colors with materials. 🧵
This is an effect I do with my VTuber. Color channel removed, leaving just outline and ink lines, with a screen-space effect on the shadows.
@onlyjerryblep.bsky.social drew this super cute art of last night's Pikmin stream, wow! (Don't mind the screaming pikmin I'm pretty sure no pikmin were harmed probably)
"what was your biggest impact on the internet" In 2010 I turned this into this in TF2
Coming soon to my Blender extension: Make an action export each frame as a separate anim. Perfect when working on poses for blendspaces. #blender #blender3d #b3d #gamedev
kemorig is an Unreal vtubing app: 🐺Make high fidelity avatars 🏃♂️Blend tracking with animations 🎭Author custom interactions in Unreal Blueprint Crowd funded, indie developed, no bad tech industry garbage See more here: kemorig.com
kemorig v0.13 is out now! 🎉 This update makes it WAY easier to set up new avatars. If you've been intimidated by setting up a VTuber, this might be the update for you. There's also new props, and more -- this is a big update! Now on Patreon: www.patreon.com/posts/kemori...
Polishing up my bone name detection code. TIL Blender's rigify plugin names the head "Spine06" and the neck "Spine04/05" I thought people went to jail for that sort of thing.
I think a lesson from today is: if the entire Internet is passionately split and arguing whether your design is awesome or sucks, your art is really interesting. Way more interesting than a safe design that everyone is unpassionately okay with.