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#materialmaker — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #materialmaker, aggregated by home.social.

  1. CW: Low-brow humor

    Fun Fact: the "sh*t hitting the fan" shots in my Bad Sector music video were made with #Blender and used a particle system with so called "metaballs". That also used a special material for the fecal matter. Here's the textures I made for that. Of source made with the wonderful #MaterialMaker
    You can see a bit of corn in there!
    Have a nice day!

  2. CW: Low-brow humor

    Fun Fact: the "sh*t hitting the fan" shots in my Bad Sector music video were made with #Blender and used a particle system with so called "metaballs". That also used a special material for the fecal matter. Here's the textures I made for that. Of source made with the wonderful #MaterialMaker
    You can see a bit of corn in there!
    Have a nice day!

  3. CW: Low-brow humor

    Fun Fact: the "sh*t hitting the fan" shots in my Bad Sector music video were made with #Blender and used a particle system with so called "metaballs". That also used a special material for the fecal matter. Here's the textures I made for that. Of source made with the wonderful #MaterialMaker
    You can see a bit of corn in there!
    Have a nice day!

  4. CW: Low-brow humor

    Fun Fact: the "sh*t hitting the fan" shots in my Bad Sector music video were made with #Blender and used a particle system with so called "metaballs". That also used a special material for the fecal matter. Here's the textures I made for that. Of source made with the wonderful #MaterialMaker
    You can see a bit of corn in there!
    Have a nice day!

  5. CW: Low-brow humor

    Fun Fact: the "sh*t hitting the fan" shots in my Bad Sector music video were made with #Blender and used a particle system with so called "metaballs". That also used a special material for the fecal matter. Here's the textures I made for that. Of source made with the wonderful #MaterialMaker
    You can see a bit of corn in there!
    Have a nice day!

  6. Small material because I was inspired by the latest release of Material Maker.

    I keep making paved stone textures, eh.

    #MaterialMaker

  7. Small material because I was inspired by the latest release of Material Maker.

    I keep making paved stone textures, eh.

    #MaterialMaker

  8. Small material because I was inspired by the latest release of Material Maker.

    I keep making paved stone textures, eh.

    #MaterialMaker

  9. Small material because I was inspired by the latest release of Material Maker.

    I keep making paved stone textures, eh.

    #MaterialMaker

  10. Small material because I was inspired by the latest release of Material Maker.

    I keep making paved stone textures, eh.

    #MaterialMaker

  11. Re-introduction time! It's time to update this after several years!.
    I'm Butterbee and I have learned a lot of #blender3d in the last few years. Originally I preferred the texture work, but have since found I really enjoy making vtuber models and am getting into some light vfx just for funsies.

    Open source workflow is my preference and I have ditched all adobe products for a very long time now. I use #blender3d #materialMaker and #krita

    :heart_sp_trans:

  12. Re-introduction time! It's time to update this after several years!.
    I'm Butterbee and I have learned a lot of #blender3d in the last few years. Originally I preferred the texture work, but have since found I really enjoy making vtuber models and am getting into some light vfx just for funsies.

    Open source workflow is my preference and I have ditched all adobe products for a very long time now. I use #blender3d #materialMaker and #krita

    :heart_sp_trans:

  13. Re-introduction time! It's time to update this after several years!.
    I'm Butterbee and I have learned a lot of #blender3d in the last few years. Originally I preferred the texture work, but have since found I really enjoy making vtuber models and am getting into some light vfx just for funsies.

    Open source workflow is my preference and I have ditched all adobe products for a very long time now. I use #blender3d #materialMaker and #krita

    :heart_sp_trans:

  14. Re-introduction time! It's time to update this after several years!.
    I'm Butterbee and I have learned a lot of #blender3d in the last few years. Originally I preferred the texture work, but have since found I really enjoy making vtuber models and am getting into some light vfx just for funsies.

    Open source workflow is my preference and I have ditched all adobe products for a very long time now. I use #blender3d #materialMaker and #krita

    :heart_sp_trans:

  15. Hardsurface detailing atlas for #Liblast. Made with #Blender and #GrabDoc add-on and post-processed with #MaterialMaker. This is to work with a special #ubershader to let low / mid-poly models look almost hero-like :)

    On the left a pre-vis of the final texture on geometry prepared for #DreamUV , on the right source geometry used to bake intermediate maps.

    The final texture is in CXOY channel-packing layout. One texture merging curvature, normal and AO parameters.

    #TechArt #Godot

    - unfa

  16. Hardsurface detailing atlas for #Liblast. Made with #Blender and #GrabDoc add-on and post-processed with #MaterialMaker. This is to work with a special #ubershader to let low / mid-poly models look almost hero-like :)

    On the left a pre-vis of the final texture on geometry prepared for #DreamUV , on the right source geometry used to bake intermediate maps.

    The final texture is in CXOY channel-packing layout. One texture merging curvature, normal and AO parameters.

    #TechArt #Godot

    - unfa

  17. Hardsurface detailing atlas for #Liblast. Made with #Blender and #GrabDoc add-on and post-processed with #MaterialMaker. This is to work with a special #ubershader to let low / mid-poly models look almost hero-like :)

    On the left a pre-vis of the final texture on geometry prepared for #DreamUV , on the right source geometry used to bake intermediate maps.

    The final texture is in CXOY channel-packing layout. One texture merging curvature, normal and AO parameters.

    #TechArt #Godot

    - unfa

  18. Hardsurface detailing atlas for #Liblast. Made with #Blender and #GrabDoc add-on and post-processed with #MaterialMaker. This is to work with a special #ubershader to let low / mid-poly models look almost hero-like :)

    On the left a pre-vis of the final texture on geometry prepared for #DreamUV , on the right source geometry used to bake intermediate maps.

    The final texture is in CXOY channel-packing layout. One texture merging curvature, normal and AO parameters.

    #TechArt #Godot

    - unfa

  19. Hardsurface detailing atlas for #Liblast. Made with #Blender and #GrabDoc add-on and post-processed with #MaterialMaker. This is to work with a special #ubershader to let low / mid-poly models look almost hero-like :)

    On the left a pre-vis of the final texture on geometry prepared for #DreamUV , on the right source geometry used to bake intermediate maps.

    The final texture is in CXOY channel-packing layout. One texture merging curvature, normal and AO parameters.

    #TechArt #Godot

    - unfa

  20. @Noyesster to my knowledge there is none, but you can probably work things out with #blender texture paint and combine with #krita / #gimp and #materialmaker to get nice results ...
    when you get free, you "lose" some perks, but you find ways around as you discover how to combine things (interoperable) in creative and longstanding ways ;)

  21. @Noyesster to my knowledge there is none, but you can probably work things out with #blender texture paint and combine with #krita / #gimp and #materialmaker to get nice results ...
    when you get free, you "lose" some perks, but you find ways around as you discover how to combine things (interoperable) in creative and longstanding ways ;)

  22. @Noyesster to my knowledge there is none, but you can probably work things out with #blender texture paint and combine with #krita / #gimp and #materialmaker to get nice results ...
    when you get free, you "lose" some perks, but you find ways around as you discover how to combine things (interoperable) in creative and longstanding ways ;)

  23. @Noyesster to my knowledge there is none, but you can probably work things out with #blender texture paint and combine with #krita / #gimp and #materialmaker to get nice results ...
    when you get free, you "lose" some perks, but you find ways around as you discover how to combine things (interoperable) in creative and longstanding ways ;)

  24. @Noyesster to my knowledge there is none, but you can probably work things out with #blender texture paint and combine with #krita / #gimp and #materialmaker to get nice results ...
    when you get free, you "lose" some perks, but you find ways around as you discover how to combine things (interoperable) in creative and longstanding ways ;)