Dylan, 💯% Procedural
@urzaz
Dylan, Designer and 3D artist focused on realtime environments, materials, and procedural techniques. Houdini and Substance Designer. TTRPGs and toylike synths. He/Him. www.artstation.com/dylanvail
I went cherry-picking to find this headline which may not even be real, but I laughed at the Wall-E funko
If it makes you feel better, they've apparently been doing this for at least as long as I've been alive.
The card game about summoning creatures and casting spells as a dueling wizard is *just* fine...
"MTG fans"? You mean gamblers trying to rip a signed William Shatner card?
Me when I can't find a high quality collection of Terada's work for Nintendo Power and other 90s video games:
It's the bold colors and perfect ink work for me. I know he has books of his later illustration but I don't know if there's anything collected of his work for video games of that era.
"Hang on... is this a fucking prank?" *World's billionaires come out from behind the couch* "You guys!" "We had you going for a bit though, right?" "You—you had me going, I'll admit-I'll admit it!"
Typing out the same information every other day to new Lancer GMs on Reddit:
Sorry—the texture mapping is already working. I'm trying to expose everything in the shader so it's easier to use for someone else—I'd like the scale + the three maps as exposed inputs in the shader, as below. But if I do that, IDK how to apply the scale because my inputs aren't nodes anymore. :(
#BLENDER people!~ In the shader editor, how can I expose input textures *as well as* a scale value for those textures? In the image below I have scale value set as an input, but I ALSO want to input those three textures. But the scale value has to be plugged into the texture nodes themselves?
"I want the old internet back" Alright this is the funniest we're allowed to be folks. Reel it back. Also they're called image macros.
Let's assume the marks are darker than the islands, but the islands are all different values. You also have access to the original geometry, so something like baking this clean mask of the islands is pretty easy.
A riddle that I've ~sort of~ solved for my tech art / Substance Designer / Photoshop people: If you have SEVERAL existing color textures like this and you wanted to isolate the colored pencil markings on the islands as a BW mask with minimal manual work, how would you do that?
EVERYTHING about this very obviously says, "they are rivals on the ice who sweatily struggle against each other before they realize their intense emotions are something more." You might as well tell me it's not about hockey. Literally how is this possible?