One Sticker Set Monster Hunter Sticker Set
- One Fine Art Print
SCHEDULE:
1. Week 01 - Address UVs and texture research for stylized PBR.
2. Week 02 - Substance painter jail.
3. Week 03 - Polish textures and nice lighting set-up/renders turntable for presentation.
WHAT ACTUALLY HAPPENED THIS WEEK:
1. I sprained both (yes both) of my wrists.
2. I broke my toe.
3. I got a fever for 3 days and was hallucinating off of cough syrup.
You can guess the order of how these happened.
The lighting for this hasn't changed but it WILL BE. TRUST.
For this project I'm going back and finishing a project where the last thing I needed to do was focus on texturing.
SCHEDULE:
1. Week 01 - Address UVs and texture research for stylized PBR.
2. Week 02 - Substance painter jail.
3. Week 03 - Polish textures and nice lighting set-up/renders turntable for presentation.
Reference:
For this research project, I was interesting in creating a moving screen material in unreal for my tamgotchi model!
The goal was to create an LCD type screen that would resemble what would traditionally be on a tamagotchi, but with a little bit of *spice*.
Add a Dot Grid Texture (tileable).
Multiply Texture Coordinates by a high value (ex: TextCoord * 100) to tile the pattern.
Multiply or Lerp this with your Base Color to simulate screen subpixels.
Optional: Invert grid (1 - Texture) for different styles.
Add a Time Node → Multiply by speed ( ex: Time * 6.28)
Pipe into a Sine Node → Output ranges from -1 to 1.
Use a Lerp node (A= 0.8 B=1.2) → plug Sine result as Alpha.
Multiply Lerp output with Base Color or Emissive to simulate flickering brightness.
Use Screen Position node → get Normalized Viewport UVs.
Subtract 0.5
from both X and Y → Center it.
Get Length of resulting vector (distance from center).
Apply 1- Saturate *2.0 or Smoothstep to shape falloff.
Multiply with Emissive or Base Color to darken edges.
Use Sine(Time + UV.y * Frequency) for animated lines.
Or use Frac(UV.y * 100) to get horizontal bands.
Optional: Combine with Noise Texture for jitter.
Add or Multiply this with Emissive to create line flickers.
Multiply or Lerp all effects into a final Emissive output:
((Base Color x Dot Grid x Flicker x Vignette) + Scan Lines) x Mask -> Plug into Emissive Color