Showing posts with label Material. Show all posts
Showing posts with label Material. Show all posts

Sunday, April 4, 2021

Metabee from Medabots #256fes

 

 I have finally finished my Metabee model for #256fes❗

 

Model was made and unwrapped in Blender.  Texturing was done in Photoshop.  I posed the model in Blender and imported into Unity game engine.  The two screenshots above are taken from Unity.  Below images show the wireframe and △ count along with the Texture I used.

 

 

 

 

 #256fes #Blender3D #B3D #Metabee #Medabots #LowPoly #WIP #Photoshop #Unity3D

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Sunday, February 3, 2019

Emissive Panning Shader Update



Made a few adjustments to the Shader.  The request was individual texture maps for masks instead of pulling channels from one map and a static Emissive map. The Amplify Graph is displayed below.

Note: Emissive Texture, PanRot1, and PanRot2 are both set to default black as opposed to white so they aren't required if you don't need extra effects.



#Unity3D #MadeWithUnity #GameDev #IndieDev
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Sunday, January 27, 2019

Shader for a Friend



Miguel had a request for a specific emissive material.  I may have chosen the wrong model to display the shader but you work with what you have.  The material works similar to the Standard Metallic.  The two differences are the metallic/smoothness and emissive.  The metallic/smoothness has two sliders.  Each slider controls the value for a masked area of the mesh.  The emissive has two roles, the fresnel and the panner/rotator.  The fresnel has a color, scale, power modifier.  The panner/rotator has two sets of texture, Uspeed, Vspeed, rotation, and tiling. The fresnel can be masked to only display over certain parts of the mesh.  Similar to the fresnel the panner/rotator is masked to affect only specific areas.
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