Vagrant story afaik actually just makes a copy of the character render and tints + offsets it in a direction for the rim lighting effect. It doesn't use the inverted hull technique. Notice how the texture details on the rim are a duplicate of the side of the mesh instead of being from surrounding faces as you'd see if they were using an inverted copy.
Vagrant story afaik actually just makes a copy of the character render and tints + offsets it in a direction for the rim lighting effect. It doesn't use the inverted hull technique. Notice how the texture details on the rim are a duplicate of the side of the mesh instead of being from surrounding faces as you'd see if they were using an inverted copy.
Thank you for the elaboration, it's still mighty impressive they're able to have duplicate geometry at all.
great video! I appreciate your insight on the matter!
Excellent video. 🙏
smart thinking!!
good stuff
Awesome video. Been trying to figure out how to recreate some of these effects without using one of those cheater shaders. Much appreciated!
Feel free to ask me on Twitter if you want to break down some effects.
Thank you
Hi how do I actually set up vertex lighting in Unity or any render pipeline actually? I am searching for the answer for quite a while now
Nice work, do you use the haunted psx render pipeline?
Yes I do!