Got something for #VFXFriday #UE4 #RealTimeVFX pic.twitter.com/pSQlqb7Qsy
— Nadir (@NadirFXX) March 29, 2019
#VFXFriday is such a nice motivation! awesome to see what everybody brings to the table with there VFX creations :D!!
— SmearKees (@SmearKees) March 29, 2019
Here is my share for this week, a shield eruption effect I'm working on 🙂 #Unity #Effects #LeagueOfLegends #fanart pic.twitter.com/WTSL7abkCK
Sakura Strike#Unity #VFX #Gamedev pic.twitter.com/lyqiZokkYi
— MaxQ 🐙 (@pelengami) March 9, 2019
A Unity scene I worked on a couple of weeks ago! #VFXFriday #RealTimeVFX #MadeWithUnity pic.twitter.com/bNfqL0N1WO
— Kasra Kalami (@kasrakalami) March 30, 2019
I made a post about my stylized interactive snow setup. Shader code, script, and particle setup included 🙂 #gamedev #madewithunity
— Joyce[MinionsArt] (@minionsart) March 30, 2019
Read is here >> https://t.co/l33672fmEm pic.twitter.com/KbYBfY8PvM
they added ray tracing in the new minecraft shader dev build i am absolutely shitting myself pic.twitter.com/sEbY78Vuz5
— notglacier (@notglacier) March 30, 2019
Imagine having the whole world in your pocket, literally.
— The Serpent Rogue (@TheSerpentRogue) March 30, 2019
I am prototyping the world map along with dozens of other game mechanics, must admit, everything's going great. Also, thank you for all the support you give, it means a lot!#screenshotsaturday #madewithunity #indiedev pic.twitter.com/RaqJISGGlW
Reflections #unity3d SRP #gamedev #tutorial: https://t.co/yOB4xT3S5W
— Jasper Flick (@catlikecoding) March 30, 2019
One of the Sorcerer ability – refraction field. And it is actually refraction #shader with some texture UV distortions on sphere mesh.#Unity #MadeWithUnity #Shader #ShaderGraph #VFX #RealtimeVFX #Gamedev pic.twitter.com/YHD3EY2QPn
— Garrexus (@Garrexus) March 31, 2019
INCOMIIING !
— Kintus (@Kintaximus) March 29, 2019
Working on the final look of this shot.
I really hope to get the "grand" scale right.#screenshotsaturday #indiedev #gamedev #indiegame #madewithunity #wip pic.twitter.com/lk3zg845m1
This is what I did recently: https://t.co/C1Cl95bmus (might be a bit biased towards unity/tech)
— Aras Pranckevičius (@aras_p) March 31, 2019
I did something similar as well a few months ago: https://t.co/hLeTcVfhf5
— Kostas Anagnostou (@KostasAAA) March 31, 2019
I've released Inked Adventure Items, a set of 108 hand-drawn item icons: https://t.co/Vp2ZcWDhf0 If you have ideas for items, I'll collect them for future updates! #indiedev #gamedev #assets #itchio pic.twitter.com/WDo79yYUNt
— Steven Colling (@StevenColling) March 31, 2019
Trash Goblin 🗑️
— 👑 (@hayden8or) March 31, 2019
Based on an illustration by @Gaziter
Music by @ZacWilkinsMusic#3dart #3dmodel #3d #blender #blend3d #blender3d #art #3dmodeling #Goblin #box pic.twitter.com/o8yg2N7Mjg
To animate this nightmare monster creature in Spine, I created a rig controllable from a single point and tangent handle on a spline. This keeps the rig simple to animate, but with lots of creative control! 🤓 #screenshotsaturday 1/4 pic.twitter.com/ENPen3gOHf
— Joe Detectivu Russ (@Mografi_Joe) March 30, 2019
A mock up game called Cloud Hoppers! Not sure if it will go anywhere one day but I'm having so much fun mocking up scenes, the red caped rabbit is the hero, with the cape taking different forms to be the weapon 😀 #gameart #gamedev #indiedev pic.twitter.com/IHZAgicTH1
— Tom C Williams (@tomtusk) March 31, 2019
Water + sharks effect. Made with Unity.#VFX #unity3d #unity #effect #water #shark #fountain #gamedev #Skill #Ability #Spell #ParticleSystem #Particles #ErbGameArt pic.twitter.com/DMj9WGLApX
— ErbGameArt (@ErbGameArt) March 31, 2019
New Video! Distortion FX and extending Unity's Post-processing Stack v2! #gamedev #unity3d #shadershttps://t.co/WTNSqLWt7q
— Dan (@DanielJMoran) April 1, 2019
Finished my tutorial on grass shaders! Uses a geometry shader to generate the blades, and tessellation to control the density. #unity3d #unitytips #gamedev #opensource
— Roystan (@roystanhonks) April 1, 2019
loink >> https://t.co/Uh2dMAh7X7
If ya wanna support >> https://t.co/4IGssIUYGA | https://t.co/Iyrq2zttf4 pic.twitter.com/g8jlggY9Ry
How to make a 2d raymarched particle smoke shader.
— Edward del Villar (@Ed_dV) April 2, 2019
Start with a texture as opacity. Take a copy of this, offset it by the LightDir in tangent space. One minus that. Now do it again, with an increased offset and layer them together. This is the shadow side. 1/5 pic.twitter.com/h7NWWZq7bx
I've got the edge breakup shader working (sobel masked distortion, kinda) from Age of Sail. Everything works EXCEPT I can't figure out the magic they use for their 'meta-texture' noise, that scales independent of distance/normals but still stays locked to the mesh. Do want. pic.twitter.com/4BzZbqo4Yz
— Edward del Villar (@Ed_dV) April 5, 2019
Unreal4 Explode FX https://t.co/mIHuJM1cuZ
— Taisuke (@Ta1suK10) April 2, 2019
Lighting Study from Andrei Tarkovsky's film "Stalker," done in @UnrealEngine #gameart pic.twitter.com/WzFeHiW862
— Adam Alexander (@atomander) April 1, 2019
Recently made a cheap thruster shader. Here are the components presented for #unitytips tuesday. Better image of the shadergraph in the thread 😉#gamedev #unity3d #ShaderGraph pic.twitter.com/OHl499tETr
— Jan Löhr (@_janloehr) April 2, 2019
Testing the storm spear #gamedev #indiegames #UE4 #roguelike pic.twitter.com/qsm3MlWA2E
— Tuan (@NinKiteGames) April 2, 2019
Here's a little trick I've been using to render the ocean in A Short Hike! The water is just a plane that follows the player around. The texture and vertex animations are all done in world space! #madewithunity #gamedev pic.twitter.com/mnxMnKgBYM
— adamgryu (@adamgryu) April 1, 2019
I've been learning about ray marching and signed distance functions recently, and it's a lot of fun to mess around with! I put together a little video about it here: https://t.co/QFlDo4zkno
— Sebastian Lague (@SebastianLague) April 2, 2019
Below is the mandelbulb fractal, rendered in @unity3d #madewithunity #unity3d pic.twitter.com/OCYlAOXCVP
Made some fully procedural neon wings with #ue4niagara#UE4 #gamedev #vfx #techart pic.twitter.com/S5fraHHkdi
— Vuth (@Vuthric) April 2, 2019
With Unity's #ShaderGraph, it's relatively simple to create shader FXs that only play once as a reaction to an in-game event, player input, or similar. Think of an item appearing/dissolving, or shaking, or scaling up from 0. This is my implementation (thread)#unitytips #unity3d pic.twitter.com/hOcm2tfrb5
— Ciro Continisio ☕ (@CiroContns) April 2, 2019
Trying out some ideas for making realtime toon shading more convincing. Variable framerate, noise, halftoning, flat lighting model…
— Mike Ferraro (@MFerrar0) April 2, 2019
High res 60fps on youtube: https://t.co/kI0lnk3kHg #madewithunity #gamedev pic.twitter.com/rYTd5DuS9t
Noise Texture !!#SubstanceDesigner #vfx #gamedev #noise pic.twitter.com/WsUXVpMonA
— Ken.kob (@kbysknt) April 3, 2019
Today is my 21st bday! To celebrate I'm releasing Deform for FREE!
— Beans (@keenanwoodall) April 4, 2019
It's a big tool I've worked on for a few years that lets you use the deformers you know & love from tools like Maya & Blender in @unity3d
Download here: https://t.co/2RvNT6cmOS
Please share! #indiedev #gamedev pic.twitter.com/CjTK7zeTip
Recent stuff I've made with Paragon's assets! o /
— Orik (@orikmcfly) April 4, 2019
Music : Guardians At The Gate – Audiomachine pic.twitter.com/C9aeI0pvcX
Finally somewhat working here. It could really use some specular+fresnel to breathe some life into it, but for now I'm happy it gives the illusion of what I hoped for – glassy objects behind each other pretending to bend the light passing through them (in+out). pic.twitter.com/zCbvqstYFZ
— Láďa Týč (@Tydalad) April 5, 2019
Experiments pic.twitter.com/mTXEMCumi5
— Sir_carma (@Sir_carma) April 4, 2019