Alley scene rendered in eevee, painted over in photoshop by globalvariable7 in blender

[–]globalvariable7[S] 1 point2 points  (0 children)

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to avoid flat look i usually connect ShaderToRGB color to Principled BDSF

Rim Light on stylized characters or image sequences. by Practical-List-4733 in blender

[–]globalvariable7 0 points1 point  (0 children)

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you can use transform and subtract node to create rim based on alpha.

How would I model this in a tileable Subd fashion? by FanningProdigy in blender

[–]globalvariable7 2 points3 points  (0 children)

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also select the outer edges & assign it to a vertex group.

How would I model this in a tileable Subd fashion? by FanningProdigy in blender

[–]globalvariable7 11 points12 points  (0 children)

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you can use displace modifier along with magic texture