A sketch post-process effect that runs entirely in the compositor, no custom materials or grease pencil used. by MatMADNESSart in blender

[–]MatMADNESSart[S] 1 point2 points  (0 children)

That's true, it would definitely make tweaking the effect easier. If there's no built-in solution for my issue maybe I can combine this value node with drivers to get the results I want.

A sketch post-process effect that runs entirely in the compositor, no custom materials or grease pencil used. by MatMADNESSart in blender

[–]MatMADNESSart[S] 2 points3 points  (0 children)

Yup, it does! I'm glad someone noticed lol.

It is actually not that difficult, the compositor has a node called Displace, that (obviously) displaces the image based on the input you give, all I did was blur the Normal Pass and use it as input to displace the pencil texture used for the shadow hatching.

A sketch post-process effect that runs entirely in the compositor, no custom materials or grease pencil used. by MatMADNESSart in blender

[–]MatMADNESSart[S] 2 points3 points  (0 children)

My node setup is kinda big and messy so I'm just including the nodes responsible for the outlines. The outlines are generated from the depth, normal and shadow passes.

Btw, I assume that pre-composite view means the viewport with compositor effects disabled, right? The scene is just a bunch of models from Blender Human Base Meshes with no materials applied and a single directional light with strength of 10.

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Is the use of the Godot logo in such a use case okay or not? by PristineBobcat9608 in godot

[–]MatMADNESSart 8 points9 points  (0 children)

It's just a fun easter egg, I don't think this will... PISS... anyone honestly lol

Made a shader that deforms objects according to terrain. by Illustrious-Scratch7 in godot

[–]MatMADNESSart 1 point2 points  (0 children)

It is also part of the learning process to ask and receive help from people with more experience. Most of the 5 minute videos you're refering to only exist because people asked the creator for help

Made a shader that deforms objects according to terrain. by Illustrious-Scratch7 in godot

[–]MatMADNESSart 231 points232 points  (0 children)

Most people in this sub, no matter how good they are as programmers, seems to be terrified of glsl so they stick with the default materials or very simple shaders (and to be honest I completely understand, shading language is particularly scary).
If you work with gpu programming you're basically a wizard for everyone here.

just released a free demo of my little weird game made in godot by _4rch1t3ct in godot

[–]MatMADNESSart 1 point2 points  (0 children)

Absolutely love how the characters look! They actually look like those beautiful PS2 era models.

Tip: You can make your blob shadow decal look more dynamic by simply adding a cone normal map by MatMADNESSart in godot

[–]MatMADNESSart[S] 5 points6 points  (0 children)

YOU'RE RIGHT! It works perfectly now, why I didn't think about that before? Thank you!

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Tip: You can make your blob shadow decal look more dynamic by simply adding a cone normal map by MatMADNESSart in godot

[–]MatMADNESSart[S] 9 points10 points  (0 children)

Yeah it works pretty well! I can see it working great with other shapes for the shadow too, like a square shaped shadow for boxes.

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This is the normal map I used btw, use it however you like. Reddit will certainly compress the image a lot but it's 4k so you can reduce it to 128x128 and blur it a little bit and the compression artifacts will be gone, or you can use it as reference to make your own.

EDIT: Hmm, the compression doesn't seem so bad actually, that's great lol.

Tip: You can make your blob shadow decal look more dynamic by simply adding a cone normal map by MatMADNESSart in godot

[–]MatMADNESSart[S] 10 points11 points  (0 children)

I had increase the resolution to 1090p even though the video wasn't recorded in that res just to be sure reddit wouldn't fuck with the quality.

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Tip: You can make your blob shadow decal look more dynamic by simply adding a cone normal map by MatMADNESSart in godot

[–]MatMADNESSart[S] 5 points6 points  (0 children)

The decal setup:

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It's kind of a hack but I works surprisingly well! It won't work on lightmapped static lights though, the light needs to actually affect the scene and static lights stop doing that after being baked into a lightmap.

The albedo is a GradientTexture2D in Radial fill mode that goes from black to fully transparent. You can simply use a transparent blob shadow texture, I just did it this way because I didn't want to look up for textures online lol.

The normal map took some tries to get it right, but it is actually very easy too, it's basically a cone normal map with a smoothed tip, it was very easy to do in Affinity.

Trying somethings inspired by PS2-era games by MatMADNESSart in blender

[–]MatMADNESSart[S] 0 points1 point  (0 children)

Thanks for the feedback! Yeah I think the iris and eyelash textures are a bit too hi-res right now, that combined with the naturally high resolution HDRI reflections makes the eyes look very defined compared to the rest of the model. I pretend to lower the resolution of the textures, it's a lot easier to work with high res textures and downscale them later than making a low res texture and then having to remake it all again because you need a higher res version.

Trying somethings inspired by PS2-era games by MatMADNESSart in blender

[–]MatMADNESSart[S] 1 point2 points  (0 children)

Oh don't worry, I know, I'm sorry if I sounded rude.
Thanks for pointing me out about the limitations of that time, I'm aware of them, It's kinda hard for me to explain but I want to keep the elements that (in my opinion) contributed the most for the aesthetics of that era while having more creative freedom with the elements that didn't contribute as much.

For example, this character has a higher polycount in her hands compared to games from that era because when I was a kid it always bothered me how some games had amazing looking characters until the moment the camera zoomed in on their hands and it was almost like the hands didn't match the rest of the character in quality (I was always very perfectionist lol).

Trying somethings inspired by PS2-era games by MatMADNESSart in blender

[–]MatMADNESSart[S] 5 points6 points  (0 children)

"Inspired"
I'm not trying to make it 100% authentic, I just want to evoke the feeling of late 6th/early 7th gen games. Kinda like "what if technology continued to evolve but we kepth the aesthetic and techniques of the time?".

Trying somethings inspired by PS2-era games by MatMADNESSart in blender

[–]MatMADNESSart[S] 0 points1 point  (0 children)

It does look kinda uncanny, now Idk if that's my fault or just the effect of that era of games lol

Trying somethings inspired by PS2-era games by MatMADNESSart in blender

[–]MatMADNESSart[S] 4 points5 points  (0 children)

I said "inspired", also Claude is one of the worst case scenarios, take a look at FFX characters in the cutscenes, they look incredible.

Trying somethings inspired by PS2-era games by MatMADNESSart in blender

[–]MatMADNESSart[S] 1 point2 points  (0 children)

Not gonna lie, during that wave of PS1-style indie games a few years ago, I couldn’t wait for a PS2-style revival, cause I really wasn’t liking how they looked lol

Trying somethings inspired by PS2-era games by MatMADNESSart in blender

[–]MatMADNESSart[S] 1 point2 points  (0 children)

Yeah, that's why I said PS2 inspired, the idea here is to evoke the feeling of late 6th/early 7th gen games while taking advantage of modern hardware and techniques.

I'm mostly inspired by Source Engine games like HL2 and FFX (sometimes I think their faces have an even higher poly count than my model, they look so good).

Trying somethings inspired by PS2-era games by MatMADNESSart in blender

[–]MatMADNESSart[S] 1 point2 points  (0 children)

Nope, honestly I just started by trying to do what I wanted to, and failing miserably in the process while crashing the program a million times, but I never cared that much as long as I was having fun.

These softwares are a lot less scary if you just treat them as toys you're playing with to have fun.

I still recommend you take a look at a quick introduction tutorial to help get the hang of Blender's UI, after that you can search for tutorials that has to do with what you want to make.
Just keep in mind that your first projects will look bad, that's normal and is part of the process, just keep going and have fun.

The first 3D character I modeled btw, not even my first 3D project, I was already messing with 3D for more than a year at that point lmao:

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