Technically Art Technically Art: Issue 103 (25.06.2021) By Harry Alisavakis on Friday, June 25, 2021 Book of Travels enters Early Access on August 9. Be the Traveller you want to be. https://t.co/WPe2EobL1I pic.twitter.com/BfHlCHgyXm— MightAndDelight (@MightAndDelight) June 18, 2021 コースティクスエフェクトを作成しました。#Water #Caustics #Effect #Texture #Shader #Procedural #Realtime #3DCG #Unity3D #AmplifyShaderEditor #Indiedev #進捗 pic.twitter.com/NvATI4E9ZD— Masataka Hakozaki (@m_hakozaki) June 18, 2021 Here is another VFX study this time with a Hero and her awesome ability beam attack! Had a lot of fun! Calling this one: "Phase_Go_BRRR".Happy VFX Friday! 1 of 4 videos.#VFXFriday #vfx #gamedev #madewithunreal #realtimevfx #art #animation #artistsontwitter #Epic #Laser pic.twitter.com/VXAj5T51Fa— Brian Fleming (@BrianFlemingArt) June 18, 2021 I'm working on my next tutorial, had so much fun creating those trails and exploring ribbons in Niagara using @UnrealEngine #ue4 #vfx #gameart #realtimeVFX #VFXFriday #stylized #materials #madewithunreal pic.twitter.com/ltDpHmSZWs— 1MAFX (@pmargacz) June 18, 2021 Hey! I wrote a tool to add "Register Variable" and "Get Variable" nodes into #ShaderGraph! v10+ (Technically they're SubGraphs with hidden connections) ✨🔗 : https://t.co/IudkhqpLchAlso includes a few extra features (see thread)Retweets super appreciated! 💙 pic.twitter.com/IRdRUe3uKp— Cyan ✨ (@Cyanilux) June 19, 2021 [Personnal Work]Late for #VFXFriday but here's my lastest #realtimeVFX using #VFXGraph on @unity3d I finally had time to finish it *add random liberation GIF* pic.twitter.com/O3iDqlqbi9— Marie G. 💀🍕 (@Nholl_Art) June 19, 2021 by now i made around 20 different skate controllers, and the recent one is always the best 🤓 pic.twitter.com/wIkoZdbuCY— KevKev (@Der_Kevin) June 17, 2021 This bloody disco orb is used to approximate fire spreading in a room. The spheres grow and displace each other until they split. They then paint on surfaces they point at. #gamedev #NEET #unity3d #indiedev pic.twitter.com/l67P51Hs1R— neetdev (@neetdv) February 1, 2021 Mirror modeling makes it easier and fun to create complex models with our #Clayxels powered #SDF #Editor#screenshotsaturday pic.twitter.com/PVuG0zxcA5— Amplify Creations (@AmplifyCreates) June 19, 2021 衝撃波素材の作り方 #AfterEffects pic.twitter.com/otF97IgBsM— 赤動 (@sekido_mg) June 19, 2021 Decided to abandon #Unity particle system ribbon for liquids due to limitations, and instead decided to code my own particles with ECS. It literally took me half'n hour to code a working prototype, should've done it earlier! Ok, now onto actual mesh rendering 😀 #podvarak #dots pic.twitter.com/02BIPQnRg8— 😷 Ivan 🌲🏎️💨🌲 (@Nothke) June 18, 2021 Added some more hills and trees to the castle thingy. Really satisfied with how this came together, will try some different colour combinations next 🎨😁🏰#Blender3d #screenshotsaturday #3d pic.twitter.com/QjCRMspiSi— Kay 🎨 (@KayLousberg) June 19, 2021 Another #VFXfriday , another #vfx post.I really liked the theme on this one, @Nicolasaraujoa5 made an amazing job making the concept feel like runic magic.VFX post:https://t.co/5nFDw0EMyXConcept post:https://t.co/Ns8GX6xy7U#realtimevfx #gameart #unreal #ue4 #gamedev pic.twitter.com/D0i8OS5Uko— Matias Mahler (@mahler_matias) June 18, 2021 Hello everyone! I have been trying a couple of things with the cloud shader. I changed how the clouds are shaped and I am using the kawahara filter to denoise the clouds now (it preserves the edges more). More examples⬇️(1/x) #VFXFriday #madewithunity #volumetricClouds #art pic.twitter.com/7JmVPERRBU— Euri Herasme (@EuriGilberto) June 19, 2021 VR Interactive Destructible Door Project Thread!!!(because I'm a masochist)Day 1 (finally) a success! Handle, Deadbolt, Hinges & Shattering working.Next up: Improved latch, Key for deadbolt. pic.twitter.com/YMN99LS7tv— Anton "Doors & Corners" Hand (@AntonHand) June 20, 2021 Ok I went with doing something fun instead, as if there was ever any doubt 😅Finally figured out how to do a nice looking wetness effect in the shader, I'm really pleased with this.#indiedev #gamedev #vfx #IndieGameDev pic.twitter.com/4mKeEbHJkq— 𝔉𝔬𝔵𝔢𝔫 – In Early Access (@foxenIsland) June 20, 2021 For my birthday today I am making my award-nominated @unity3d water shader FREE! Refraction, caustics, planar reflections, waves … it has it all 🥳 pic.twitter.com/JCInlZHWWj— Alex Ameye (@alexanderameye) June 19, 2021 I was really impressed with Ryan Brucks' Unreal Engine raymarching demos.So,I converted the VolumeTexture to Texture2D in Niagara,and get nice smoke.(The material is in volumetrics content).#UE4Niagara #realtimevfx #UnrealEngine #Techart #VFX #Niagara #Techart #VFX #UE4 #UE5 pic.twitter.com/ckHFQZDsk4— Armour (@RE_Evolution_X) June 21, 2021 I love 'design fun fact' threads, so I compiled a lot of little tidbits about how we did stuff for @chicory that I'm gonna share daily here. I tried to focus exclusively on small details that most players won't notice. pic.twitter.com/O8wzW4yWvT— Greg Lobanov (@theBanov) June 14, 2021 In order to smoothly ramp up (ie, EaseInOut) a stationary object into motion you can't simply multiply smoothstep by time, that'll get you a broken animation (left). Instead you need to compute the integral of smoothstep (right):https://t.co/q5d4puuDHJ pic.twitter.com/nKswS06cHX— inigo quilez (@iquilezles) June 21, 2021 Base Character animations for –>https://t.co/FHCemIp7X7A base tileset is up nextttt! #pixelart #animation pic.twitter.com/eSnhMBMwKE— jasontomlee (@jasontomlee) June 21, 2021 #lowpoly #b3d 🃏 pic.twitter.com/IBfHJFktku— Lettier (@lettier) June 20, 2021 we're starting to feel sorry for this tower…#indiedev #gamedev #madewithunity pic.twitter.com/XnTAEYBEHf— ABRISS (@randwerk) June 21, 2021 Painting practise. Decided to document it in case anyone starting out painting finds it useful! pic.twitter.com/Y2a2XhPEas— Rosie Jarvis (@rosiejarvisart) June 9, 2021 pic.twitter.com/LFsKOcTLor— Dean (@Crap_Weasel) June 22, 2021 I know a lot of you liked the dynamic pathfinding I tinkered with a couple of years ago. Well, I'm back working on it for part 2. Prepare for robots! Sorry about the programmer art… pic.twitter.com/MQWFakLiGq— Dennis Gustafsson (@tuxedolabs) June 21, 2021 Bouncing ballshttps://t.co/B0IgnMqr6mText renderer by @P_Malin#glsl #shader #sdf pic.twitter.com/2GY63xHeN2— skaplun (@sskaplun) June 22, 2021 To celebrate the launch of @IndustriesGame we're posting some interesting bits we've had the pleasure of working on. Check out this incredibly good looking and deep sim/strategy game! #indiedev #UE4 Construction prototype:Steam: https://t.co/fAf19j0UP8 pic.twitter.com/ZNixCKB4S1— TUATARA (@Tuatara_VFX) June 22, 2021 I've wanted to do this for a long time – edge detection on translucent materials. Thinking about a game where you break a lot of glass😃Works in @UnrealEngine 4/5 Material graph in the thread👇#UnrealEngine5 #indiedev pic.twitter.com/a29uV7XuUT— Christopher Sims (@csims314) June 22, 2021 Hopping around from hill to hill ⛰️#indiedev #dkgame #madewithunity pic.twitter.com/udm1lz0nTY— Half Past Yellow (@halfpastyellow) June 23, 2021 some real nail biting turns but we made it pic.twitter.com/p6Tecyjqob— David Evans (@phosphoer) June 23, 2021 I've finished Harry's #TechnicallyAChallenge theme of Stained Glass… Two ways in URP with shader graph! So here's the lit shader using different normals for the glass panels. #unity3D #gamedev #techart #shaders pic.twitter.com/54kg3v7U2W— joyrok (@joyrok) June 22, 2021 Fisherman's weapons. Smells fishy 🐙 pic.twitter.com/sATux2aGGi— Elodie Mondoloni (@EloMondoloni) June 23, 2021 New beginner tutorial – Basic Pixel Art Rocks – Hope this helps on your project / art journey – <3#pixelart #pixel_dailies #arttutorial #aseprite #gamedev #gamedeveloper #art pic.twitter.com/r9alyQAlbm— VerySillyHats (@sleepygolem1) June 23, 2021 You know what's cool after a big punch? A bigger PUNCH !Rigged and animated for #Greedfall in #3dsMax #animation #3Danimation #gamedev pic.twitter.com/nd8k90Pf5u— Arthur Munoz (@MunozArthur1) June 3, 2021 What better way to test a vehicle controller than doing loops and jumps? 🚗#madewithunity #gamedev #indiedev pic.twitter.com/6VdotGBJOA— David Jalbert 🕹️ (@DavidJayIndie) June 22, 2021 Vector math day. Fixed some long standing physics weirdness with doors by constraining the "pull" target to the actual door motion arc. #podvarak #gamedev pic.twitter.com/NJv5cZEwz5— 😷 Ivan 🌲🏎️💨🌲 (@Nothke) June 22, 2021 neat little trick if you wanna have some nice air time but also fall gravity. when the velocity is under zero (sphere.velocity.y < 0) : give the body an extra push down when it falls. so you will rise up without a huge gravity impact, but fall down faster pic.twitter.com/uLJlsTVdAj— KevKev (@Der_Kevin) June 17, 2021 Having my own Hackweek project. Trying to render Viking Village GameObjects/MeshRenderers with the new BatchRendererGroup API. This is the same API that DOTS Hybrid Renderer uses. Using only public C# APIs. No C++. So far 300 lines of code… Lighting is still off 🙂 pic.twitter.com/ARheKc2gNE— Sebastian Aaltonen (@SebAaltonen) June 23, 2021 It's here❗️ The thing I mentioned yesterday ‼️I made a blogpost on the environment art of Alba~ 📝It contains lots of lil tidbits and workflows used during development so prep your eyeballs 👀Any questions? Lemme know~ I can talk for hours about thishttps://t.co/lVr6jQAymj— Jes ➰ @WildlifeAlba 🌿🐦🤳🏻 (@JessieVanAelst) June 23, 2021 Rasterization is the process of determining which pixels are inside a triangle, nothing more (M. Abrash) #pixcode #code #Maths #codeart #pixelart #gamedev #2D #gamedevelopment #aseprite #indiedev See the result below with #pico8 pic.twitter.com/sQS0Gml04A— Emmanuel Roux (@OuzzGame) June 22, 2021 Just a quick tile for rocks in my scene.#3D #SubstanceDesigner #WIP #3dart pic.twitter.com/KG0mbJWAS1— Go'Rim (@_PaulGorim_) June 23, 2021 Have been playing around a little with Stained Glass shaders, and some volumetric ray-marched light… rays, I guess. ☀️🪟Made as part of @HarryAlisavakis' #TechnicallyAChallenge pic.twitter.com/PQoPm0Vb9j— Cyan ✨ (@Cyanilux) June 23, 2021 This week, I'd like show you how to draw all kinds of boxes in Unity's shader graph with SDFs! Complete with rotation and rounded corners too.🎥🔗 Watch the tutorial here! https://t.co/C4Vcz0xI9e#gamedev #indiedev #unitytips #madewithunity #unity3d #techart #vfx #unity pic.twitter.com/mLFCKNcDMG— NedMakes📸 (@NedMakesGames) June 23, 2021 It's not as polished as I'd like it to be, but this has been one of my favourite game systems I've worked on to date. My own take on Half Life: Alyx's bottle water, just for all of the vehicles the fish in @IAmFishGame can swim around in #madewithunity #gamedev #techart pic.twitter.com/DwsKU8RIGC— Andy Green (@andyanimation) June 23, 2021 I'm finally taking weapon switching to the next level with my new bloodline technique! The full auto switch! pic.twitter.com/2ejM8GE77C— Liam Phillips (@PizzaPunkFunk) June 23, 2021 here it is, my translation of @BeatriceBlue_ s beautiful world into an interactive 3D scene.(Original: https://t.co/nOag3ZPfgV)#madewithunity #polycount #shadergraph #fanart #interactive pic.twitter.com/wbaPjuVzwP— Tom Breuer (@flyingillu) June 24, 2021 Dm question on where to start learning to become a #gamedev technical artist.First, drop "become" and think in terms of 'developing' as a technical artist.It is a wide range of skills and techniques you can adopt over time, making you art more and more technical.— Delaney King ✍🏻👸🏻 (@delaneykingrox) June 24, 2021 606/23/21I'm actually pretty proud of this one.Also it seems like @StylusRumble knew I was working on fire cycles! :D, thank you for the video. pic.twitter.com/EmvUvlvbXV— Arcticfrontier (@arcticfrontier1) June 24, 2021 Volumetrics vs HardSurface – same fluid, visualized two ways — Ninja 1.4 coming July 2021, for #UE4 and #UE5#FluidNinja #realtimeVFX #VFX #gamedev #cinematic pic.twitter.com/YA1O2DK1LG— Andras Ketzer (@FluidNinjaLIVE) June 24, 2021 The breakdown is out! Was feeling it on my day off to do a write up. Here's my chaotic breakdown of the stained glass shader 2 ways: https://t.co/Lxjy9a2bTq#unity3d #shadergraph #gamedev #techart #tutorials pic.twitter.com/DHpddsLK1C— joyrok (@joyrok) June 24, 2021 #UE4 #UnrealEngine #gamedev #indiegame #lowpoly #indiedev #selfloss #fantasy #leveldesign A birch lake 🐟 pic.twitter.com/H0A3yIX7xX— Alexander Goodwin (@AlexGoodwinDev) June 24, 2021 Whipped up a script that acts as a quick front-end for "Shader.SetGlobalXXX". For setting up global shader parameter values. #unity3d #gamedevShould have done this years ago! You can grab it here: https://t.co/kxNdarASOn pic.twitter.com/HqG6KeMHw9— Staggart Creations 🏔🌲 (@_staggart_) June 25, 2021 HP Lovecraft's writing has inspired a lot of our pop culture, and the scene here, and I'm embarrassed to say I haven't previously heard or read any of his work. I'm listening to an audiobook of his "The Call of #Ctulhu" these days and it's really inspiring! #madeindreams pic.twitter.com/Cy9ZwLRN3N— Martin Nebelong (@MartinNebelong) June 25, 2021 ✨Available for short term freelance work!✨I have a few weeks between jobs so Im available for short term freelance work! contact me if you need 3D Environment/Prop art over the coming weeks.I have 3+ years experience in games and love stylized art.☀️https://t.co/KBcZdOI0GG pic.twitter.com/0TLLLEPUJ5— Rosie Jarvis (@rosiejarvisart) June 25, 2021 Hmm… still needs more greens?#MadeWithUnity #IndieDev #GameDev pic.twitter.com/VkC97nlW5S— Alex K Dixon (@AlexKentDixon) June 25, 2021 Water VFX made with a Spline Component in Unreal#VFXFriday #realtimeVFX #UE4 pic.twitter.com/Ni8UqFp09t— Gasper (Evo) (@gasperznoj) June 25, 2021 Finding procreate fun lately for VFX sketchin on my lunch #vfx #procreate pic.twitter.com/XeMzNSepNZ— roberto (@r0mbag) June 25, 2021 pic.twitter.com/1x1YzP4FBR— Glass Revolver (@glass__revolver) June 25, 2021 code coding computer graphics game design game development gameart gamedev games graphics graphics programming indie indiedev indies madewithunity madewithunreal programming shader shaders unity unity3d unreal engine unreal engine 4 vfx Previous Post Next Post Related Posts Technically Art Technically Art: Issue 139 (16.04.2023) Technically Art Technically Art: Issue 138 (11.02.2023) Technically Art Technically Art: Issue 137 (09.12.2022)