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chambersu
chambersu

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NPR Shader Demo and Avatar Now

NPR Shader, highly customized, features:
Shader Output is a pure Emission shader, normal lighting can't affect its output, while it uses vectors to fake lighting, Color Output nodes are used for debugging and tweaking/editing,
Input
- Color Map, personally using a painting map, before every map, there is a dither node trees to blur each map by mixing their UV and a large scale noise,
- AO Map will multiply the AO Color and Color map, AO Factor to control its strength, and Pos1, Pos2 of the linear color ramp will control its area/size,(rebuilt color ramp node as the node tree "ExposedColorRamp"  to expose the input for editing easily),

-rough map only affect highlight now, higher value will enlarge highlight area but weaken its strength, and there are two multiply factors to control the effects above,

-metal map will make the color multiply a metal looking matcap texture/material from Blender data to fake a metal looking,
-Mesh Nor Mix Fac, blend from the normal map (0, mostly much more details) to the mesh normal (1, mostly more smooth),
-Strokes/Brush Part, I learned from Riley Brown (Stylized Brush Strokes (offworlddepot.com)) and have no time to read nodes inside the tree now, but I will in the future for customizing further, mainly to faking stokes from painting or some dirty looks,
-Light and Shadow Part, based on normal vector dot product light vector(using drivers to get empty object's transform data in the scene as Virtual Point light (from position) or Sunlight(from rotation)),
Pos1 and Pos2 of the linear color ramp will control its area/size,
multiply light color and add ambient color(mostly affect shadow area),
-Rim based on Fresnel, multiply rim color and Factor to control its strength, and Pos1, Pos2 of the linear color ramp will control its area/size,
-LUT, to fake something like Subsurface Scattering, add color variations for edges of different color areas, by multiplying color ramp/gradient map, the only feature should be tweaked inside the node tree.
I will use it as usual by myself to improve it in the future~

Packed Textures File(~500Mb):
NPRDemo_Packed.blend

Unpacked File(~5m):
NPRDemo.blend

for the series Avatar,
I found my way to retopology for body and clothing, which can help me get something like voxelized normalized edit-friendly meshes,
still be working on mixing design and painting by hand and AI, (the doll structure detailing and baking as maps instead of meshes, which can keep complete body mesh and be more useful in public, mech design, and hand-paint texturing...)
aiming to happily create with AI but also control the directions and tweak elements as we like  when needed,

WIP file(~300m, high poly meshes are hard to edit so did not pack here, tell me if you want~):
avatarRingo_v03_t01_Packed.blend

I post here now for she may tweak a lot in the future, emmm... I thought so~

Also, some cool commission models I hope can be shared with your guys soon but  have to keep them secret before the product releaseing~

Feel free to contact me by leaving a comment or mailing to chambersu1996@gmail.com, if any questions or anything here interests you~

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