I’ve been working on a few projects recently, but I think I have enough to talk about to write up something substantive. I’ve been doing a lot with faceposing, either doling out advice, working on commission, or doing my own projects with it. On other fronts, I’ve been breaking into high poly hard surface modeling, and have even had a chance to do a bit of mapping. Today’s focus, though, will be talking about valve’s eye shader and why it breaks. You can find that about in the middle of the post.