SomeWan
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some-wan.bsky.social
SomeWan
@some-wan.bsky.social
Someone | Prop and Weapons artist
Former - Valorant // Fortnite Creative
My opinions are not my own please help
Portfolio - http://artstation.com/someonesart
I did a really dumb thing and added in faked contact shadows because i wanted nice contact shadows where objects might lay on top of or intersect with the ground or other objects....
heres a before and after!
February 15, 2025 at 11:43 AM
Texturing is going along well, having a lot of fun with it, i havent really done a lot of rocks before like this so its a good test of my painting skills :D
February 14, 2025 at 9:29 AM
and now we start texturing!
February 14, 2025 at 4:07 AM
so anyway, here's wonder rock
February 12, 2025 at 7:12 AM
here's a fancy little video, I added a little bump offset for when there's a metalic mask. so metal objects will kinda shimmer a little :3
February 10, 2025 at 10:51 AM
redid the entire shader and now its looking even better with more defined paintstrokes and not just blobs
it actually fucking looks great now im so happy LETS GO
February 10, 2025 at 2:22 AM
ok i think im done with this shader for today, tomorrow i need to actually do some more on actual projects not random stuff that pops into my head lmao
February 9, 2025 at 9:38 AM
fuck you (procedurals your paint strokes in engine)
February 9, 2025 at 6:16 AM
just uhhhh ignore this lol
ill fix it
February 8, 2025 at 2:40 AM
So I've added view distance based increments so the closer you are for smaller things you can still have things grid aligned.
and a TOPOGRAPHICAL HEAT MAP LETS GO!!!
February 8, 2025 at 2:37 AM
ok yay now i can properly start climbing
February 8, 2025 at 1:27 AM
OH CMON!
February 8, 2025 at 12:03 AM
Hehe fake spotlight go brrrr
February 6, 2025 at 9:32 AM
distracted moment, refactored my procedural grid material to work in world units (meters)
so now its PERFECTLY aligned and scaled to 1 meter with half meter and 10cm increments
February 6, 2025 at 5:39 AM
here you go sorry for the shitty handwriting with my mouse haha
January 31, 2025 at 11:26 PM
modifier stack go BRRRRRRRR
January 31, 2025 at 10:00 PM
and now i have a pretty skybox too yay
January 23, 2025 at 5:03 AM
i decided to make my own procedural grid material because im an idiot and wanted to do it myself because i couldnt find a default one i liked.... it has taken 2 days.... why am i like this
January 23, 2025 at 2:23 AM
Here's a video on how the light reflections work!
January 16, 2025 at 10:17 AM
Ok so now we have custom shadow colors and attenuation!
Also have it integrated properly with bounce lighting so soft boxes will work in your render setups too!
Remember this is all faked lighting hehe
January 16, 2025 at 10:16 AM
ok so i finally figured out what to call my hand painted render pipeline/environment
HP Inkjet Pro 8120e All-in-One Printer
and if i ever make a commercial one for licensing
HP Officejet Pro 8120e All-in-One Printer
January 15, 2025 at 10:32 PM
i made it into cheddar, sharp
January 14, 2025 at 10:38 PM
and ofc i gotta make sure there's gradient map functionality for the entire texture
January 14, 2025 at 8:42 AM
Got some good updates on my hand painted/stylised render environment for y'all
this is a before and after in a fully lit environment with my custom lighting shader on and off, it also lets you control dynamic specular highlights and light direction with ease!
January 14, 2025 at 8:41 AM
here's the wireframe for it btw its actually a lot more simple than you would think. if you know how things sub divide and how the bevel modifier works then you can get good looking stuff like this very fast
January 7, 2025 at 7:02 AM