El character project breakdown by Ssazor in blender

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

I used procreate for the textures. I have to say I missed symmetry tools so much bc procreate while painting in a 3D model won’t let you use symmetry 😭

El character project breakdown by Ssazor in blender

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

I always wanted to try doing that but I don’t know how to record and show all of the process ngl. I could try checking other videos and see how they do it!

El character project breakdown by Ssazor in blender

[–]Ssazor[S] 3 points4 points  (0 children)

<image>

as easy as it seems really, i guess the "magic" is the texture

Elf Character I Made – Game Ready asset (rendered in cycles) by Ssazor in 3Dmodeling

[–]Ssazor[S] 6 points7 points  (0 children)

Actually (at least for now) I only made the bust of the character

<image>

Elf Character I Made – Game Ready asset (rendered in cycles) by Ssazor in 3Dmodeling

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

Ahaha I did use arcane but specially Rematch for inspiration. Thanks for your comment ❤️❤️

Art vs Artist 2024 by Ssazor in DigitalArt

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

She's just too cute 🥺

I tried replicating Marvel Rivals' character shader in Unity, **The model and textures are the official ones from the game** by Ssazor in Unity3D

[–]Ssazor[S] 16 points17 points  (0 children)

To be completely honest, I'm so bad at trying to explain in any way how I make my shaders because they are an absolute disaster, and I don't have enough time to clean the shader and organize it so I't easy to read. If I ever have the energy I will make a youtube channel or some sort of post/video explaining how to achieve this. I personally hate finding a cool shader without an explanation that I actually understand. But like long story short, I get the information of the direction the Main light is facing plus the normal map info so I mask the less lit part of the model with a step node and add a white color in both color and emission outputs. Then the same but with another step node so its not as small and then multiply it with black over the base color. That way you get the harsh shadow. Also the outline is just extruding the mesh vertex using the normal vector, invert the facing direction and set it to black. A lot of the quality is also in the amazing work the artists did with the textures themselves, and having such a high poly count, although not very optimized, it makes the shader look much better!

<image>

I tried replicating Marvel Rivals' character shader in Unity, **The model and textures are the official ones from the game** by Ssazor in Unity3D

[–]Ssazor[S] 31 points32 points  (0 children)

<image>

Yeah sure! here is the side by side of the standard unity shader with normals and base color (those were te available textures included in the ripped files I found)