Just Ember :)

Just Ember :)

@emberbeard42.bsky.social

Just a chill lava ProtoNardo. Codes and makes creatures in 3D. https://linktr.ee/emberbeard Mostly wholesome but no guarantees πŸ”ž Furry | VRC | 1995 | Bi | GameDev | Coder | 3D artist

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I got a question about how sharp the #Jabbit 's jaw is - asking if that was a stylistic choice or if it was just low poly for quest. Thought I'd elaborate and show off the stylistic decision to include sharp edges - cause no, I wasn't merely cheaping out for questies XD

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As a draftsman I just really like crisp, smooth and clean lines and it was fun to etch them into the avatar's body and make different features pop. The hair, eyes, jaw, fur, claws, etc all got a nice visual lift IMO from this lighting trick while keeping the poly count down.

I got a question about how sharp the #Jabbit 's jaw is - asking if that was a stylistic choice or if it was just low poly for quest. Thought I'd elaborate and show off the stylistic decision to include sharp edges - cause no, I wasn't merely cheaping out for questies XD

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For stylistic purposes we can opt to make edges sharp which will revert smoothed vertexs to having split normals. Using this we can make our smooth sphere look like a flat shaded sphere if we split every edge. The results are mathematically identical. Okay, but why do this?

Consider you want to make a wheel. A flat shaded wheel looks... well... low poly. A smooth shaded wheel looks awful most of the time. If we add sharp edge markings along shape we want to accentuate, we get something that looks both smooth, sharp with no extra polygons.

I got a question about how sharp the #Jabbit 's jaw is - asking if that was a stylistic choice or if it was just low poly for quest. Thought I'd elaborate and show off the stylistic decision to include sharp edges - cause no, I wasn't merely cheaping out for questies XD

Lets start by looking a low poly curved surface. On the flat shaded one, the connected face has secret separate normals (directions that tell the lighting system which way it's facing). In the smoothed one they're merged and averaged, so the light blends nicely between the two.

This then gets more zany when you have multiple polygons meeting at each other. On a flat shaded UVSphere, each vertex of each quad has 4 secret vertices with unique angles. On a smoothed sphere, they all merge together (I'm ignoring UV mapping which also splits verts).

The most stressful part of any long term project is the conflicting wants to: A: to hurry the hell up and finish it already! Vs... B: not rush things thus make mistakes/miss errors and set yourself as well as others back... AGAIN...

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