Render test V05
10:25 | Author: Craig Mooney
Ok ill explain this hypershade basically the texture is a combination of 2 black and white textures which are then used to determine which texture map ie rock grass and mud will show through. This is done by using a layered texture withing Maya and then I use a ramp value coming out of the texture to then attach its self to the colours on the 3 tone shader to give it a cell shaded look I then need to create a contour line shader to really get the cell shaded look but ill have a bit more of a mess with the layered texture to see what i can actually get from it.


this is the result of the hypershading stuff I've figured out ain't I smart
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