Liran Ohana

275 posts

Liran Ohana

Liran Ohana

@Ducksink

https://t.co/rfeis0GdTV

Katılım Ocak 2010
147 Takip Edilen350 Takipçiler
Sabitlenmiş Tweet
Liran Ohana
Liran Ohana@Ducksink·
I have submitted over 300 items to the Steam Workshop over the years. Most of which for #TF2 , I bunched up my favorite ones into an Artstation page. Check it out! artstation.com/artwork/nY80m9
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Liran Ohana
Liran Ohana@Ducksink·
I got space peeps on my mind! this one started as a bus stop doodle.
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Liran Ohana
Liran Ohana@Ducksink·
hotdogs in space (wip, coming soon!)
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Liran Ohana
Liran Ohana@Ducksink·
Getting acquainted with S&Box
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Liran Ohana
Liran Ohana@Ducksink·
Band Cannoneer ( is that a word? ) process
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Liran Ohana
Liran Ohana@Ducksink·
TECHIES MUST PUSH ITTY BITTY TINY BABY CART!!! (wip😩)
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Nutty-stardragon
Nutty-stardragon@NuttyStardragon·
@Ducksink "fully functional kidneys with stones" buddy with kidney stones that large i dont think it gonna be that fuctional
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Liran Ohana
Liran Ohana@Ducksink·
omg. the merasmus model files include fully functional kidneys with stones included THEY DID NOT HAVE TO GO THIS HARD😭😭
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Sky
Sky@Skuflash·
@Ducksink Something I've been wondering. But will you keep it more in line with the game or comic 7, cuz he should be missing his pinky finger
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Liran Ohana
Liran Ohana@Ducksink·
Achievable natty? (wip)
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OfNodesAndNoodles
OfNodesAndNoodles@nodesandnoodles·
@Ducksink @DKesserich I perform the gamma shift in the shader but, again, a few lines fewer would be nice. I assume changing the Player Settings would affect all textures in the project or does it expose a setting for each texture to be toggled on/off? Thank you for all the suggestions!🙏
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Liran Ohana
Liran Ohana@Ducksink·
@nodesandnoodles @DKesserich Changing the player settings does indeed affect all textures, but it allows the conversion toggle for each one. Changing to linear is the first thing I do usually as it solves a lot of interpolation based issues, (especially prominent in LUTs as u've found :) )
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Liran Ohana
Liran Ohana@Ducksink·
@nodesandnoodles @DKesserich 3. Move the unity project to linear space if its not already, in the player settings, then mark the texture as non srgb in its im.settings If you want to keep it in gamma space then apply a manual gamma to linear conversion in the shader
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OfNodesAndNoodles
OfNodesAndNoodles@nodesandnoodles·
@Ducksink @DKesserich ...continued: I've tried storing the coordinate data in UVs and in Vertex Colors and, while the result is very slightly different, it's still broken like in the video.
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Liran Ohana
Liran Ohana@Ducksink·
@nodesandnoodles @DKesserich There are some ideas that come to mind: 1. Lock each vertex on its respective uv texel center in blender via "UV -> round to pixels -> center", make sure that you have the VAT loaded in blender or that your script already puts it in the center beforehand
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Liran Ohana
Liran Ohana@Ducksink·
@DKesserich @nodesandnoodles For Unity, it'd be "dont compress" UVs and Vertex indices in the model import settings and build settings. As well as setting the texture format to non srgb , compression: none and NPOT(if needed) for the VAT imlort settongs. Might want to use a high precision format as well.
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