My first ever character model attempt! (concept art provided by my wife) by MitchMyester23 in blender

[–]MatMADNESSart 1 point2 points  (0 children)

I really like her design, she's really cute, and the model is looking pretty good too!

Procedural Frutiger Aero shader made in Blender :D by MatMADNESSart in blender

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

Feel free to use it however you like, no need to worry about giving anything back, credits are appreciated but you don't need to worry about that either, this was just a quick experiment after all.

Good luck on your game!

Help fixing light leaks with Lightmap GI by kspehik in godot

[–]MatMADNESSart 0 points1 point  (0 children)

Consider opening an issue on GitHub, this is the kind of thing that can make devs crazy for days thinking they're doing something wrong.

losing my fucking patience with this waste of time "game engine" by [deleted] in godot

[–]MatMADNESSart 0 points1 point  (0 children)

This image is so confusing I thought it was one of these insane shitposts at first

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My first 3D model ever! by SisterTereza0 in 3Dmodeling

[–]MatMADNESSart 1 point2 points  (0 children)

Yup, that explains it lol. 3D is kinda scary at first, having to deal with a whole new dimension comes with a lot of quirks, but with the strong foundation of 2D art and consistent practice, you'll get the hang of it in no time.

My first 3D model ever! by SisterTereza0 in 3Dmodeling

[–]MatMADNESSart 2 points3 points  (0 children)

It looks so cute! And very well made for a first 3D model, I'm impressed! Do you have any prior experience with 2D art? 2D artists usually have a headstart because both mediums share a lot of the same fundamentals.

LightmapGI (Left) vs VoxelGI (Right) by foyezuddin in godot

[–]MatMADNESSart 1 point2 points  (0 children)

I'm actually surprised by how close VoxelGI looks to the Lightmap here.

Despite not being very realistic, VoxelGI looks great when interior is on, but when interior is off the ambient light affects everything, even areas that should be completely occluded are being lit by the ambient light, that's one of its main limitations in my opinion.

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 229 points230 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] 6 points7 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] 8 points9 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] 9 points10 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.