Filter
Exclude
Time range
-
Near
Replying to @pripyatbeast
Do I see normalmaps? Beg for switch to disable texture filtering, bcoz some of them looks terrible with that (or maybe it's just placeholder)
1
1
166
Apr 28
You're the one who shifted the whole thing into polygons when I was talking about the overall quality of the game, lighting, models, textures, NormalMaps, environment, Nvidia's new technologies, such as DLSS, RTX, FrameGEN, etc. I played your game and proved you wrong, and I will do it again now. My point was never about polys until you brought them. I was calling; these greedy clowns who are trying desperately to change people's minds by claiming that high-quality graphics for anime games and animations come at the expense of the players. These hypocrites use their players as an excuse to keep doing the minimum while milking all of you. They're desperately trying to diminish the value of new games that prioritize quality, animation, and high-quality characters to make themselves look good because their game has become outdated and a joke compared to the newer titles. I have never seen any game's devs say what they said in a live stream, and it's stinky. And the models you keep talking about, I download them from Genshin's official website on aplaybox, and these are the correct numbers of polygons of these models. If you still think I'm the fool here, not you, think again. Imagine fighting me becasue I want games to become better... What a community...
2
1
2
8,027
i really gotta look for more normalmaps, this one works so well for cloth, i keep zooming in on the shirt and i can just feel the texture of it with my eyes
4
372
npm i @tigerabrodioss/l-trees after making the trees better and more performant, im publishing this as package. my favorite one so far is maple, it's so fucking pretty. sakura is also pretty. the default just need more leaves. i wanna add more trees and textures. i honestly have a lot of fun working on trees. they're so pretty. impostors and backface culling are missing. they would be sweet. impostors for far away trees. we only really need an image here with normalmaps that looks real but just literally a texture. backface culling to only render triangles you see. we do frustum culling aleady for the chunks. i think for each tree individually backface culling would be sweet.
i spent more time on my L trees. webgpu and threejs. i made it prettier and more performant. - chunked the forest into spatial cells instead of one giant batch - added frustum culling so offscreen chunks stop rendering - added 4 lod levels. near. mid. far. ultra far - added wind lod so far chunks stop paying full gpu wind cost - moved rebuild planning off the main thread into a worker - moved tree and leaf matrix packing off the main thread - moved trunk geometry packing off the main thread - added worker caching for repeated rebuild work - added live perf stats and debug json to measure it honestly
1
2
14
1,294
done: ✅ custom ui is built and integrated to racemenu ✅ body morphs apply in real time ✅ all 77 custom made normalmaps apply in the correct morph values - waits for you to stop moving the knob to avoid flickering to do: ⏳ facemorphs integration ⏳ fix seams ⏳ male version
1
2
224
"Looks better" you do know that RT and Normalmaps do different things right
2
155
I actually generated some decent normalmaps after some tries. Just gave the basecolor and described the direction roughly. It’s not perfect but it definitely does its job. I think for prototyping/testing out various things this can be a huge timesaver for artist and/or developers
2
234
Rendering mikkT normalmaps in Arnold MtoA 5.6.1 help.autodesk.com/view/MAYAU…
1
1
14
638
Mar 24
Replying to @TheIllugaFreak
【【MMD】 Manashiku v1.1.6使用教程-哔哩哔哩】 b23.tv/wEnTjit this is the one i follow u do need to find the files for normalmaps, lightmaps, shadow and ramps yourself tho since the official ports do not have these included

2
278
Can you do some basic research if you haven't played the game at that moment? This wasn't just a seam. It had normalmaps with shadows
1
2
423
Are you fucking dumb dude? Do you know what normalmaps are? All character's models are flat. Normalmaps dictate how light is interacting with them
1
2
163
Nanami normalmaps. I'm learning how to create more elaborate textures, and I decided to start with it. :3 #VRchat #blender #nanami #shark #unity
3
3
137
3,808
Gotta love the normalmaps of the different fabrics on these outfits ~💜 #OC666 #DarkMerchant ┊┊┊┊⋆ ✧    ·   ✧ ✵ ┊┊┊☆ *   * ⋆ ┊┊* . * ✦ ┊☆ ° ✧    · ★
1
4
83
Thought you could grab the ID from the custom material and apply it to the colormap property of your surfaceappareance unless said custom material has its own unique normalmaps
2
168
I've got the heightmaps normalmaps generating smoothly now, both implemented as extensible little worklets. I love it when a plan comes together~ It's cool to see that uniforms and parameters update and see the effects in real time #threejs #webgpu
1
2
94
5,121
Replying to @MaximumADHD
I prefer GoldSrc workflow. I have experience with Source but it's just not the same. But GoldSrc is limited. That's why I chose Xash3D which allows me to utilize many Source-like features (like normalmaps, 3D skybox and decorating maps with model props). Best of both worlds.
9
244
Major visual overhaul! I created a script that automatically borders the level with these cool craggy outcrops so it looks much less angular. I'm starting to add normal maps to my sprites to give it that sort of 'pop' effect. [Flashing Lights] #indiedev #vfx #normalmaps
2
37
24 Dec 2025
🟡Add Crazy Details to Your Assets🟡 More detail. Same geometry. #blender, #blender3d, #blendertips, #3dtips, #normalmaps, #gameart, #3dassets, #b3d
2
39
15 Dec 2025
patches so far :) starting to think i might move on to male version very soon. What I still want to do is figure out for the female version is the normalmaps that are not working properly, and also might take a look if i can or cannot patch at least Vanilla Hair Remake or smh
2
89