So apparently Kuki has a dagger/kunai and that reminds me of Wraith from Apex - she fits so well with Wraith's animations!
I know the motion blur's horribly scuffed but I've spent too much time on this already 🤷♂️
#原神
#Genshin
#GenshinImpact
#KukiShinobu
thanks again to my guy NickOfficial for providing the environment background
some errors here and there kekw
music: love song by LamazeP
model: miHoYo
animation: SEGA // FlyingSpirits-P
shader: me! omg
full vid:
#Faruzan
#原神
#GenshinImpact
#Genshin
The Wanderer
I've rewritten my Genshin Impact shader for Blender with heavy emphasis on compositing - here's a quick little cinematic project I put together in a day to showcase what it can achieve.
#GenshinImpact
#原神
#wanderer
#b3d
#AfterEffects
#vfx
i would like to shill STELLARTOON...
it is free to use, and doesn't require any attribution whatsoever so pls use it.. very good BLENDER shader for honkai: star rail characters 😊
good luck to everyone participating!!! contest prizes these year r CRAZY
Honkai: Star Rail's Annual Creator Competition 2024 "Multiverse Vistas"
The competition has commenced!
▼ Event Website
This competition features four submission categories: art, music, video, and cosplay, divided into eight competition sub-topics.
Art:…
Happy New Year to all! 🥳
I've met some really nice people, made renders I'm quite proud of myself, and overall had some experiences that made this agonizing year somewhat more bearable. Here's to 2022 - thank you all! 😁
#Genshin
#GenshinImpact
#原神
#Yoimiya
#Blender
#BNPR
sussy!
the foreground containing Layla is actually a Unity render layered on top of in-game footage with the camera modded to play custom animations. thanks to my good friend for helping out with this <3
animation and music by 泠鸢yousa
Obligatory update tweet since I lost dozens of followers thanks to my inactivity - I'm working on something 😊
I'm also somewhat looking for animators & compositing artists to *collaborate* with, hmu!
#blender
#b3d
#blender3d
#aftereffects
#vfx
#genshin
#原神
Parallax anime eyes
Thanks to
@jared_nyts
and Wuthering Waves for the idea!
This is part of my character lookdev for an ambitious hobby project yet again ^^
#bnpr
#b3d
Here's a handy script that I'm sure will be useful! This lets you have proper directions for your outline shader to use. This works specifically for models that have split normals (i.e. Genshin, Guilty Gear).
dl:
credits to author
#Unity3D
#Unity
#VRChat
scrapped the project until my passion for genshin reignites once again (never). in the meantime, here's a full-resolution render of parts which I think are polished enough.
what a waste of time this was, lol
Fake hair contact shadows!
Based on this short explanation by DillonGoo Studios:
@ 1 hour and 35 minutes
and now I die again for another indefinite timespan goodbye 🤭
#blender
#blender3d
#b3d
#bnpr
It's a bit late but I just wanted to thank all of you for the support ^^
There are a lot of flaws I can improve on for the next art projects to come so I appreciate all the feedback I've gotten from my friends and peers.
As expected, progress on my personal project has quite literally slowed down as soon as I got into the actual fight scene... Thought I'd share a bit of it in an attempt to keep me motivated 💀
#blender
#b3d
#blender3d
#aftereffects
#vfx
#genshin
#原神
Hi
#PortfolioDay
!
I'm primarily a hobbyist VFX artist and motion designer who's also into programming and animation.
I also write shaders imitating popular games for fun.
After months of waiting, the new Separate Color node has finally arrived to Blender! This means that my outline node setup is semi-automated now - you just have to specify the vertex colors and materials.
This is for 3.3 alpha, but it will soon work on 3.2 too.
#Genshin
#b3d
Happy Hu Tao rerun everyone! Here's a Chibi Tao model I made in
#Blender
a few months ago following MapleStory 2's artstyle.
Base mesh from MapleStory 2.
Some parts of the clothing borrowed from her official MMD model.
#GenshinImpact
#HuTao
#原神 #胡桃
#Blender3D
I don't know how this was possible honestly but both the Genshin and Star Rail shaders are *virtually* real-time now thanks to Geometry Nodes LOL
This is thanks to 小二今天吃啥 and
@BonnyTweetsOFF
!
I think we've pretty much achieved accuracy for the most part... minus the bloom... and the rimlight... and the ambient lighting system that they use. There's honestly a lot out of the scope for the shader.
test render by
@TheyCallMeSpy
Bloom experiment - because Blender's EEVEE bloom doesn't give you that much control, custom bloom nodegroups are really the way to go!
this is just an experiment i swear! i'm not posting 4k reference renders of an unreleased character!!
#GenshinImpact
#Genshin
#原神
#Candace
model please model please model please model please model please model please model please model please model please model please model please model please model please model please model please model please model please model please
Experimenting with compositing "constant-width" rim lighting for Genshin Impact shading. This starts by rendering a view layer with only the main mesh visible, doing "edge detection" on it, then adding the result of that on top of a view layer with both the main and outline mesh.
miHoYo just introduced normal maps to their character shading. It's pretty self-explanatory with more detail being added without having to worry about polycount. My Blender shader has been updated to keep up with most of the changes.
#GenshinImpact
#原神
We have a script now for importing textures into the shader all in one go! Again, this will only work with both models and textures extracted from the game files.
Huge thanks to Zekium from Discord for contributing this!
@Facio_Leaks
Hey guys, I'm deleting my account, after seeing what miHoYo is doing I'm pretty scared for myself, family and friends. Thanks everyone for the memories.
I left a folder on my cdn server being served with nginx with all my collected files throughout the time I've been on the commu
soooo real-time compositing is a thing now! This pretty much allows for a setup imitating Genshin Impact's constant-width edgelight. Blender just keeps on giving and I literally can't keep up 🥺
cryptomatte's still not ported btw (blender, pls fix)
#blender
#b3d
#blender3d
it's currently semester break and I couldn't resist myself from touching Blender lol
shader for Star Rail soon... unfortunately only in Goo Engine
#blender
#b3d
#bnpr
#HonkaiStarRail
#崩壊スターレイル #崩坏星穹铁道
Thanks for 500 stars on GitHub! 😊
I made a short video to make it more appealing for potential users of the shader.
Thank you to
@ivyyplush
and
@TheCrypticLight
for their assistance.
please let me shill for once:
#b3d
#blender
#原神
#genshin
My Blender port of le pog Reimu rig has been upgraded as well! This update took a while to bring into Blender as the highlights use a separate mesh with different UVs! (pain)
Oh, and I still have to port her accessories... but that's for another day :p
Reimu rig also get an upgrade and she is still free ⛩️
If you ever want to try how Sanae rig function, you can always try Reimu rig first!
#touhou
#rigging
#animation
Got some free time recently so I decided to make a quick guide for using my Genshin Impact shader for Unity, PrimoToon. It's long overdue, apologies 😅
Video:
Thanks to
@Just_ScaasI
for the quick render and
@lunatic1911
for the logo!
(merry christmas!)
WIth some help and references found online, I got to implement Gran Turismo tone mapping in Blender. This works so good for NPR - I'm betting Genshin uses it!
Compare here:
Release soon
ref:
#blender
#b3d
I'd like to share that this method applies to Genshin models as well! Here's an evident example with Kokomi which probably isn't ideal, but it shows how inverted hulls act on single-sided faces and this is a good way to work around it. Fantastic work from Aerthas 😊
Finally got around to doing the outline thing for blender. No more compositing to fix outlines for me! Significantly cuts down on render time as well. The outlines are shifted away from the camera based on a vertex group made from the Vertex Alpha channel.
#Blender3d
Here are the nodes - take note that the mask doesn't have to be a texture. If your eye mesh already has bounding box UVs, you could probably just sample a radial gradient texture with it!
Goo Engine's out, and I knew I had to try it out for Genshin shading - the new Curvature node is powerful! Of course, I wanted some control for non-uniform scaling so I modified the source code and added them in. I hope my PR gets accepted!
#blender
#blender3d
#b3d
#bnpr
#3DCG
Genshin added this nose blush channel in the face lightmap texture around 1-2 patches ago, they don't seem to be using it yet in the game though (not sure???)
Updated the shader here:
hey hey back from the dead again, I made another Unity shader with this time around imitating Project Sekai because I don't know what to do with my life. Huge thanks to besties
@Manashiku
,
@khoast40
for the main ref, TsunBun and
@Yukikami_Kris
!
#プロセカ
@Nothing89670059
Please keep in mind that these 3D models are rendered in a third-party program with different lighting and shading as in-game - while I do try my best to imitate the shading, renders ultimately do not represent what the final appearance will look like in-game.
here's a very lazy update i will share:
- specular ramp is now used by the shader, characters will be using this texture starting from 3.0
- specular function has been completely rewritten, following the game's actual specular shading formula