Technically Art Technically Art: Issue 106 (16.07.2021) By Harry Alisavakis on Friday, July 16, 2021 Rare footage of cow abduction via rainbow tractor beams, 2021. Made for @HarryAlisavakis 's #TechnicallyAChallenge under the theme "Rainbows 🌈".#madewithunity in URP 12 by raymarching a spot light colored by a cookie 🍪. pic.twitter.com/rOmW2uGCuk— Yahia Zakaria (@yetmania) July 10, 2021 Thul'Dhuum wip#madewithunity #unity3d #IndieDev #GameDev #bnpr #lowpoly #b3d pic.twitter.com/H7gnXxhVvS— F://Willis (@FabianWillisArt) July 9, 2021 Challenged myself to make a little game in under a week. Had an absolute blast and Robes was the result 🙂 Get the game here:https://t.co/k2UOzNypTELet me know if you'd like me to take this further! 😀#gamedev #indiedev #pixelart #madeinunity pic.twitter.com/eV5WVGyAnO— Hannes Rahm (@kebabskal) July 10, 2021 Here's the overview of dynamic destruction in Radio Viscera!It’s long and technical, but I've added lots of shiny gifs and stuff so it’s still fun to scroll through if you're not a graphics programmer.https://t.co/H96GZCYCXK #gamedev #indiedev pic.twitter.com/xMEE9FKqRR— Owen Deery (@owendeery) July 12, 2021 Fire trail pic.twitter.com/LF0mXjqx6K— ✨Rafles✨ (@SrRafles) July 10, 2021 これまでマテリアル毎にコースティクスを描画していましたが、深度マップを利用して後から追加するシェーダを作ってみました。凹凸の表現や素材ごとの調整は出来ないけれどサクッと水中を表現するのに便利そう。#WaterCaustics #Effect #Shader #UseDepthMap #URP #ScreenshotSaturday pic.twitter.com/ZHOrk4RgzQ— Masataka Hakozaki (@m_hakozaki) July 11, 2021 I've finally got an approve for publishing my Extended Shader GUI in the @AssetStore!https://t.co/W6AkEPUEg6 🎉🎉It allows you to use new attributes to make material editor for your custom shaders pretty. It's very easy to integrate and use! #shaders #techart #technicalart pic.twitter.com/N19PvxVS4W— Pavel Valakh (@ValakhP) July 11, 2021 🎉🎉🎉We're finally ready to announce our Kickstarter trailer and launch!Please consider supporting us: https://t.co/Es5LSlnwbsLike and RTs truly make the difference and help us get the word out, they are greatly appreciated!#screenshotsaturday #gamedev #metroidvania pic.twitter.com/Md2DCCOhRQ— Mongoose Rodeo (@MongooseRodeo) July 10, 2021 𝙎𝙝𝙖𝙩𝙩𝙚𝙧𝙞𝙣𝙜 𝙋𝙪𝙡𝙨𝙚 ◈__________________More unreal practice. Lots of things to explore as I evolve my art style. Real happy with how the rune design came out.#UE4 #VFXFriday #VFX #madewithunreal pic.twitter.com/dWIkSgLhYz— -ˋˏ✦VΔLKEN (@RiotBloois) July 11, 2021 It's done! Mill house, my first personal 3D project since graduating. UE3, Max, Painter/Desinger, Zbrush & PS. 🏡✨Features RVT grass, full stylised water shaders, & optimisation- everything is created by me.[Artstation link in the comments] pic.twitter.com/s8ezlR0IjD— Nina Klos 🐠🐟 (@nina_m_klos) July 12, 2021 Driving lit 3D volumes with 2D fluid HeightField#FluidNinja #UE4 #UnrealEngine #realtimeVFX #VFX pic.twitter.com/xhNpbSEYrq— Andras Ketzer (@FluidNinjaLIVE) July 12, 2021 Finally had some dev time this weekend and made progress at another combat flow spike! Standard ATB made it feel like spinning plates b/t selection & timed hits, so I'm trying a hybrid approach. Cast/Rest timers on commands w/ pausing to make sure only 1 thing happens at a time pic.twitter.com/G6CxvMHcG6— Paul Jarvis (@paul_jarvis) July 12, 2021 generic metal band logo generator 💀 made with geometry nodes #b3d #geometrynodes #Blender3d pic.twitter.com/L77QQPiKW4— 100drips (@100drips) July 10, 2021 I wrote an article about natively building SDF fractal noise (say for procedural terrains) by iteratively blending spheres as opposed to traditional noise displacement; because we need more "SDF-Native" techniques.Article https://t.co/6s3aQRgT8IShader https://t.co/PzTFImGMeU pic.twitter.com/qpDtfGmIr0— inigo quilez (@iquilezles) July 13, 2021 Okay I've got the basics in for build-bench type props, combining items into other items etc 🙂Closer and closer to playing through a full dungeon loop pic.twitter.com/fvVDLvp4UI— Powerhoof (@Powerhoof) July 13, 2021 Asphalt Damage using Decal 3D Node, Godot Engine 4 Dev #GodotEngine #indiedev #indiegame #3dart #gamedev pic.twitter.com/DnenEiHL23— Markus Wolfram (@MarkusWolfram1) July 12, 2021 #PortfolioDay Hi, I'm Rosie, I'm a freelance Environment Artist and I've been working in games for 3+ years 🖌️ I'm between contracts right now so I am available for some short term work!✨Email me: rosievjarvis@gmail.com pic.twitter.com/u9qpa7wNDi— Rosie Jarvis (@rosiejarvisart) July 13, 2021 Should I use less hashtags? This is a test 🤣#realtimevfx #UE4 #VFX pic.twitter.com/E0SqmVnKgr— Bryan Venzen (@letsmakefx) July 12, 2021 Ok, so… anyone be interested in Pixel Art Shaders?#pixelart #UnrealEngine #ue4 #shader #material #gamedev #indiedev #indiegame #illumination pic.twitter.com/tZF3WYqQsX— Divivor (@divivor) July 12, 2021 Hey #PortfolioDay !I'm Maxime, a french material artist & #SubstanceDesigner lover.My Free Non-Uniform Edge Detect node ➡ https://t.co/DWz6F4cp5jMore of my work ➡ https://t.co/rQ8jo7PcZV pic.twitter.com/bvnftPYvTs— Maxime Guyard-Morin (@Maxime_G_M) July 13, 2021 Hey there #PortfolioDay!I'm Hicham, Currently studying at Dae, trying to become a tech artist.https://t.co/uxvVPgE7Lo pic.twitter.com/hNtpAlWpme— Hicham Ouchan (@HichamOuchan3d) July 13, 2021 Hey #PortfolioDay ! ^^ I'm Gabi, a VFX Artist working in games ! I like water, clouds and all things chill ~ pic.twitter.com/xQF6akmjFZ— Nibilli (@nibillii) April 14, 2021 working on a new game pic.twitter.com/UpEbyJUg3Z— Tom van den Boogaart (@TomBoogaart) July 13, 2021 Here's a setup in Photoshop to paint quick "distance-fieldy" masks for alpha clip shaders. 2x Stroke Layer Effects, set to Gradient – Shape Burst, one Inside, one Outside, with their gradients meeting in a mid-grey in the middle. pic.twitter.com/GRFfpn8qIl— Edward del Villar (@Ed_dV) July 14, 2021 wip #procedural fire tornado using #b3d #geometrynodes with several planes. Each layer had a slightly different material but all uses the same GN tree pic.twitter.com/o934TKeske— celestialmaze (@cmzw_) July 12, 2021 A couple of process shots I've been putting together for a blog post on my @artstation on how I approached 3D modeling something from a #ghibli movie in #b3d & #UE4 pic.twitter.com/Un85huOGn0— Pesto (looking for work) (@Derek_n_Shoes) December 17, 2020 If you want to get an insight into how we create the visual style for Planet of Lana , our Creative Director Adam Stjärnljus ( @m05et ) takes you behind the scenes in this interview with @gamasutra. #indiegamedev https://t.co/3TJ42cy331 pic.twitter.com/QbYNbzvhqW— Planet of Lana (@PlanetofLana) July 14, 2021 “The thing was too big to be called a scythe. Too big, too thick, too heavy, and too rough, it was more like a large hunk of iron.”Congratulations to @MongooseRodeo for hitting 300k+ USD on their Kickstarter campaign!#Crowsworn#blender #b3d pic.twitter.com/oBCaoNnjvm— .json (Commissions Open) (@jason_ngo1) July 14, 2021 I missed #PortfolioDay yesterday but it's still an exciting time because I can finally publicly share the model for Nefarious I did for Ratchet and Clank on my page!https://t.co/n1Pc0RnHSU pic.twitter.com/EslezXrYG8— ˗ˏˋ Shay Hulbert ˊˎ˗ (@UnicornDevGames) July 14, 2021 I hope i am not too late for #PortfolioDay , hello! I'm Tse Jen Tan/ antlerhead, hoping to break into concept-art and illustration. always learning, always doing a little bit of everything. pic.twitter.com/0j6x6zVTBP— itsantlerhead (@antlerheadits) July 14, 2021 My year of Unity experiments 😊 It has been great fun! Next year will be even better ❤️❤️❤️Thank you to everyone posting their stuff in #madewithunity #gamedev #indiedev #gameart #ue4 #unity3d #blender3d (and others) You're all amazing! pic.twitter.com/JSV86IKrVl— FickleSwimming (@FickleSwimming) December 31, 2020 I made this little fluid container with bouncy fluid trying out another neat game art trick found on @simonschreibt's blog.I also designed my first very own typeface for my handheld UI – channeling procrastination energy 😅#gamedev #indiedev #indiegame #unity3d #madewithunity pic.twitter.com/tFhkdQbuwp— Lukas Schneider 🌳 (@zwitscherluki) July 14, 2021 the [line] x [rectangle] intersection test can be reduced to a [line] x [line segment] test, by placing a line segment in the rectangle's diagonal based on the line directionwhich is pretty neat if you ask me~ pic.twitter.com/gEFYKzvyHJ— Freya Holmér (@FreyaHolmer) July 15, 2021 Hey #portfolioday This is the Real deal with Mark Khalil! ™️I am a Real-Time VFX artist. I love to paint and play video games!#realtimeVFX #UE4 pic.twitter.com/3Qnn3Cz2jE— Desert Rose ☦ 🇪🇬 (@Mark_Khalil_art) July 14, 2021 Trails exercise – "̵S̵h̵a̵d̵o̵w̵ ̵F̵i̵r̵e̵"̵ "Ghostly Fire"#UE4 #vfx #realtimevfx #gameart #gamedev pic.twitter.com/bxLmLxMcil— Matias Mahler (@mahler_matias) July 14, 2021 If you subdivide each tile by 4 you can generate all the possible tile combinations automagically with @aseprite's new tilemap feature. ✨ pic.twitter.com/gLrnyZOdfX— vic (@lotovik) July 15, 2021 Here's an example vid of trails being encoded globally whether the player is present or not. Trails can be written with no one to witness, but followed afterwards over great distances. #UE4 #techart pic.twitter.com/TM8EZSi7d1— Christian Sparks (@hippowombat) July 16, 2021 Have you added #SiltGame to your Steam wishlist? Coming to PC early next year, prepare to explore the nightmarish depths of an intense and atmospheric underwater abyss…Wishlist now: https://t.co/4tD0HaugSz pic.twitter.com/Nd71TRG0u3— Spiral Circus (developers of Silt) (@GamesCircus) July 16, 2021 This is the Array Brush.A new tool that can extract and copy geometry from the active object, intended for pattern creation and shape sketching. #b3d #devfund pic.twitter.com/FxxgAgpTHI— Pablo Dobarro (@pablodp606) July 15, 2021 Hey guys! Here’s a lighting study i’ve been working on the past couple of days. I wanted to explore different lighting scenarios within the same environment and had so much fun working on this.I have more shots on my artstation: https://t.co/qCFLszO8OGHope you guys like it🤍 pic.twitter.com/IuVqKgGCCv— Mara 🥀 (@maracrrt) July 16, 2021 ♦️A thread about the gif maker in Radio Viscera♦️The gif maker is constantly capturing frames (precapture mode) but starts discarding older frames as new ones are captured (ring buffer).That means that there's always a certain number of old frames held in memory. #gamedev pic.twitter.com/b23I46Kx3A— Owen Deery (@owendeery) July 16, 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)