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rouncer

cheapo-est skin shader available.

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well, it comes down to just adding and multiplying the primary and secondaries till you get the result you want.

 

its just simple colour operations, and its the cheapest way to do it, no brain involved.

 

you can just get a 2d blur on the red if it helps at all, it sorta redens the pores a bit.

 

itll make your game glow in the dark... just have a material id map, and then just have a different operation on each greylevel, and dont render coloured, just brightness.

 

1947420_10202540803456343_1775423726_n.j

Edited by rouncer

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well, no takers, or is it just cause i said it like an idiot. smile.png  or am i accidently stupendously bleeding out the obvious and being proud of something idioticly simple.

 

hmm..  you do have to do something a little more fancier than that, but you get to hide a little detail and fade things out, it kinda just is the icing on the cake after youve done your job.

 

but, heres some actual work... instead of that little gimpy thing i made that just ended up looking white, you could notice the little red hue in the shadow tho, which is probably the best thing it does unfortunately, and you see it in rage, of course, as if anyone didnt know.

 

heres a demo of taking a brightness map, then mapping it to a hue variation, then i supply a multiply, then i variate the addition, and it makes a fireball effect, with the shape provided.

 

Edited by rouncer

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