Intro
Hi there! This is the first issue of “Technically Art”, which is a (hopefully) weekly collection of interesting tweets about 3D art, technical art, shaders, VFX, code and everything in between! The point for every issue is to contain tweets that serve as inspiration, useful resource or to just promote the creator’s work. Therefore, the content might not always be 100% consistent.
My main problem is that I happen to come across a ton of awesome stuff on Twitter and I don’t usually have an effective way to store them and they end up getting lost in the void of Twitter. What I do have is some online space and unlimited blog posts to make.
Keep in mind that the tweets in these posts won’t always be new, but they might be new to me, or something that I had stored somewhere else way back and came across it again. But I thought that having some (again, hopefully) weekly issues of these collections will be a nice reference point for me and anyone else interested. I am also pretty sure that at some point I will share a tweet that I have shared before. Just wait.
Now, if you read my blog on shaders, you’ll know by now that I’m kinda lazy, and, thus, this chain of posts won’t always have text like this. Most likely I’ll just open a draft and add tweets whenever I find something interesting and post the resulting post (hopefully) every Friday.
I’ll embed tweets that obviously contain the author, but of course if somebody is not ok with me sharing their tweet like that, they’re free to tell me so and I’ll take it down. I’ll also let the creators know that I shared their work so that they don’t find out about it randomly.
Finally, if this catches on ( = I bother to do more than one of these), I’ll look into having some sort of index or any efficient way of going through these collections, cause a date probably won’t be enough.
I hope this goes somewhere and you have as much fun going through these tweets as I usually do. Enjoy!
version 2 – added fresnel glow, outline, and vertex displacement#madewithunity pic.twitter.com/iFh9Vi3qgE
— Lez (@lestertusi) January 16, 2019
New Math Attack FX. It needs a lot of adjustments especially for timings and more animations. But the priority here is to make it look & feel good without the cinematic cam to make it better when added back.#CognitioTerra #madewithunity #gamedev #indiedev #indiegames pic.twitter.com/iqFmbdtnpF
— Lez (@lestertusi) August 31, 2018
Thought I’d share one of the many substances I am making for my next environment piece. You can see more renders and the complete graph here https://t.co/x4sIH9DL2G#gameart #gamedev #polycount #SubstanceDesigner pic.twitter.com/Pnj3Z2GKeg
— Angelo Tsiflas (@cubosaur) January 17, 2019
Very detailed breakdown of a Complex Modular Architecture Environment in #UE4. Check it out: https://t.co/dI9rBJ2DKH#gamedev #indiegamedev #indiedev #dev #ue4dev #environmentartist #unrealengine #devhelp #devtips #gamedevelopment #unreal #modular #rome #ChurchofSantIvo pic.twitter.com/8s3Bzgx1lq
— Bad Rhino Games (@badrhinogames) January 17, 2019
So we’ve all been fed a diet of Orange and Blue dramatic color contrasts. But you don’t need to evoke “drama” every second of your game. All shades provide drama. Even when nearly monochromatic color offers drama #falconeer #Unity3d #gamedev #indiedev #lowpoly cherish all color. pic.twitter.com/mhNwK1hw2I
— Tomas sala (@Littlechicken01) January 16, 2019
I’m finally finished with my article: An Interactive Introduction to Fourier Transforms!
— Jez (@jezzamonn) January 10, 2019
⭐️ https://t.co/rf0AM0D7S0 ⭐️
Want to learn about practical uses of Fourier transforms? ✅
How about pointless but cool uses of Fourier transforms? ✅ pic.twitter.com/3qZ4QhGsOp
Dynamic ice & snow shader ❄️
— Freya Holmér (@FreyaHolmer) January 13, 2019
Process breakdown in this thread! #madewithunity #unity3d pic.twitter.com/i6e4Hrx6Qe
I’ve made a tutorial on how I approach a procedural animation of the snakes in my project.
— The Serpent Rogue (@TheSerpentRogue) January 12, 2019
Also I`ve started a Patreon page, I would gladly accept any support to keep this videos going: https://t.co/4zOQ5Pfqm8#madewithunity #gamedev #unity3d #indiedev pic.twitter.com/fp9CthZPzg
Using a Projector and some distortion to create underwater effects! #gamedev #madewithunity
— Joyce[MinionsArt] (@minionsart) January 12, 2019
Code for Projector + Water Shader linked in first reply pic.twitter.com/xxeXFwr49y
“An Explanation of the Rendering Equation”
— Eric Arnebäck (@erkaman2) January 10, 2019
Made a short video that explains the Rendering Equation.☀️☀️
low quality short preview below.
press youtube link for the high quality video:https://t.co/izIvEmooJy pic.twitter.com/YGgn6QBGST
MegaCube is here!https://t.co/T74WJ4ioH5
— Alexey ‘cptnsigh’ (@cptnsigh) January 18, 2019
Here is the breakdown of the dual refraction effect posted yesterday. Be aware that it’s not super efficient as there are 2 grab passes and 3 render passes. #madewithunity #AmplifyShaderEditor #shaders #gamedev #VFX #realtimeVFX pic.twitter.com/ooNhe4D9wq
— Gil Damoiseaux (@Gaxil) January 18, 2019
You can use animated textures and some material tricks to create believable swarms of creatures out of simple sprites, a more detailed breakdown is on the way! #ue4 #gamedev #indiedev #screenshotsaturday pic.twitter.com/qwVWX4k6cD
— Klemen (@klemen_lozar) May 12, 2018