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Behind the Scenes: Triple Triad Card

🕑 Added 2025-04-27 16:54:11 +0000 UTC

Comments

Liz Ard

I'm happy it's working well!!! :D let me know if you need anything else! Ohh yeah I noticed that! I didn't think of multiplying those channels! Instead when I was working on the winter Lizard rig for the new video, I mixed some of the PBR textures from textools where I thought things were missing - so I got the PBR occlusion map and used a mix color to add it in! Having this way to just tweak the meddle shader directly seems convenient too, so I will test it out next time! I also don't really like the skin shader from meddle, but I like how the character makeup is applied, so I use that part mixed with the skin shaders I already have from my characters, applying it to the specific faces. I think Meddle is great for environments and for getting those characters that it's fine not spending too much time on, that are going to be seen from a distance, or if there's a case where you can't easily find what you need on textools, but I think for main characters and things I want to be really detailed on, it's probably worth the time putting things together with textools. But I still want to keep testing it out, maybe I get to find out something else I didn't try yet! (also ohhh you've got Summer G'raha trust already!!! That's awesome~ I still haven't finished leveling mine from EW...)

SundaeOwl

Hi Liz! Thank you for the video and for the card kit :D It works really well and your textures are so cute :) I would have loved to see the tataru end scene, but its true that the video works really well the way it is now. The final scene is comedy gold 😄 Regarding the meddle exports, I do agree with the shader issue. I tested your wet Raha rig (thanks for that, it works really well btw 💖) and quickly grabbed the lvl 100 trust outfit Raha with meddle to compare them... and meddle seems to be missing the occlusion maps on everything. I fiddled with it a little bit, and it seems you can get it back by multipling the red channel of the g_SamplerMask Texture Map with the final color result of the meddle shader (I like my occlusion really dark so on the sampler maps that appear white and green I feel like you need to multiply the red and blue channel, while on the maps that appear red and green only the red channel is needed). Maybe it helps :)


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