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W - Arknights Sarkaz Mercenary

At this point I pretty much ironed out how I wanted to make this toon shader work, though pattern-based shading like hatching or halftoning etc is still beyond me as it isn't reactive to light color either, which is a bit of a challenge for me to fix in future.
I came up with my own Lightmaps to further control the lighting, following a similar method to how MiHoYo did theirs in Honkai Impact 3. A friend told me their lightmaps is similar to how people make "MREC" textures, but there's not much information about these online.

was messing around with smoke emitters but couldn't get it right somehow. Maya's sample library is pretty amazing, though.

was messing around with smoke emitters but couldn't get it right somehow. Maya's sample library is pretty amazing, though.

Maya toon/cel shader showcase.

Lightmaps. It's kinda sad that we don't see much support for these as there's not many mainstream developers who use this method yet. (or at least that I know of)

Lightmaps. It's kinda sad that we don't see much support for these as there's not many mainstream developers who use this method yet. (or at least that I know of)

Vtuber model deployment, lipsync is powered by in-game voicelines and motion is driven by realtime face tracking. BG from Arknights in-game CG, software used is VSeeFace and Unity.

feel free to check the wireframe here.

Shitpost. On a more serious note, the VRM model was plugged into VRM Live Viewer and it read MMD motion and camera movement, creating this playable video in realtime.

Video caption will have the details you need.