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Stylized Comic Shader System

  • The Challenge

The goal was to recreate the distinctive halftone dot patterns and printed texture of traditional comic books while preserving the original 2D art style in a 3D environment.

A key challenge was maintaining a consistent, camera-aligned halftone appearance as characters rotate, rather than having the dot patterns follow conventional UV-based texture mapping.

Since Dodgeball Dojo is a mobile game, texture efficiency was also an important consideration. Instead of creating numerous character-specific texture maps, I aimed to develop a reusable shader system that could apply shared 2D textures to different model regions while maintaining visual consistency.

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  • Technical Solution — RGBA-Based Texture Mapping

I developed a custom shader workflow using RGBA-based material regions and structured UV mapping to assign different 2D textures to specific areas of a 3D model.

Unlike traditional character texturing, which typically relies on character-specific texture maps aligned to individual UV layouts, this approach allows multiple surface regions to reuse independent, tileable 2D textures through a shared shader system.

To preserve the visual style of traditional printed comics, the texture patterns are designed to remain camera-facing, maintaining a consistent halftone dot appearance regardless of the character's viewing angle.

This workflow was designed to reduce the need for unique texture maps for each character while maintaining a cohesive, hand-printed comic aesthetic. Additional UV channels support transparency and character-specific details.

  • Shader Workflow Breakdow

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  • Shader Graph Breakdown

Complete Shader Graph

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Camera-Aligned

Texture MappingCustom camera-alignment logic keeps the texture patterns visually consistent as the character rotates, preserving the appearance of traditional printed comic textures.

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Individual Texture Zones

Each of the four texture zones supports independent 2D texture inputs and color adjustments, allowing different model regions to share a reusable shading workflow.

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RGBA Masking & Transparency

RGBA mask channels are used to combine the four texture regions into the final material output, while a separate alpha map controls transparent details.

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