Technically Art Technically Art: Issue 140 (22.11.2024) By Harry Alisavakis on Friday, November 22, 2024 It's nice and sunny over here, so here's a water shader I worked on a lifetime ago.#shader #UnrealEngine #techart #3Dart— Chaabs (@chaabs.bsky.social) 2024-10-21T11:58:07.561Z another cool thing you can do with mesh shells, good textures and some shader refinement ~~ messy paint strokes!I'm already getting so much out of this implementation 😗#gamedev #shaders #vfx #techart— Josh👽🐝 (@joshalanb.bsky.social) 2024-10-25T07:16:10.533Z Hello World! I'm Joel, a Material/Env Artist from Barcelona. I love doing Stylized Materials in Designer. Hoping to learn and share some tips and tricks here 😀— Joel (@nowimime.bsky.social) 2024-10-23T14:50:01.713Z A while ago I made a little Unity tool for doing procedural vertex painting (and by extension, lighting). The basic idea is that you can stack 'vertex brushes' like Photoshop layers and push their output to the object's vertex channels. Not really sure what to do with yet it but I enjoy it.— Richard Whitelock (@rpgwhitelock.bsky.social) 2023-08-15T22:35:56.329Z wait no link suppression on here means i can actually just link the whole 4 minute youtube video of my journey on making the ocean shader + sim youtu.be/0Q_KBAEAOA8?…— rob!! 🩵💖💜 (@bobacupcake.bsky.social) 2024-10-24T20:57:11.705Z Do this 😘#gameart #rtvfx ʳᵉᵖᵒˢᵗᵉᵈ ᵘˢᵉᶠᵘˡ ᵗʷᵉᵉᵗ— JOPPE (@joppemin.bsky.social) 2024-10-20T19:03:44.864Z I made this fancy book in for my game and I wanted to share the process with you all. It's done using #GodotEngine but this thread is not engine specific. (1/10)— Tim Krief (@timkrief.com) 2024-09-19T17:22:21.758Z Some more progress on this water shader, added sparkly bits & shoreline 🌊#gameart #unrealengine— Rick (tinyworlds) (@tinyworlds.org) 2024-10-23T14:54:05.999Z Hey #VFX and #gamedev folks, I'm currently looking for work! I have 5+ years of experience as a VFX and technical artist, with special expertise in shaders and stylization. If you know of any opportunities working remotely or local to Barcelona, hit me up!www.artstation.com/ryangee5— Skiph (@skiph.bsky.social) 2024-10-29T13:22:25.751Z valorant-style ashen smoke (ue5)— tea (@teavfx.bsky.social) 2024-10-30T19:44:33.028Z Re-uploading this diorama now that BSKY can share video#ghibli #lowpoly #ps2 #fanart #princessmononoke— Inagearts / D.B. Root (@inagearts.bsky.social) 2024-11-01T20:09:03.450Z managed to cram in the beginnings of some ripple propagation junk into this thing. takes in a top-down depth buffer as boundaries.still doesn't work with a moving player (need to adjust the origin to seamlessly follow the player & shift the buffer over with motion) but that would be the next step.— game dev turned creature (@ompu.co) 2024-11-05T06:43:40.529Z Something I made for a prototype using a VAT. Lerping between frames in a VAT. I wanted to get the player's hands on the ends so they could feel like they were manipulating it. #Unreal #VFX #gamedev #gamedevelopment— Canadian Corndog (@canadiancorndog.bsky.social) 2024-11-05T17:03:03.212Z Preventing player occlusion:doing 2 SphereCasts towards camThen if *both* hit, rotate camera *away* from the most *recent* hitAre there better ways? I don't think it works just w/ Raycasts cause you won't know if you've rotated enough to fully un-occlude#gamedev— thomas 🏔️ vandenberg (@noio.games) 2024-11-05T17:01:48.000Z more progress on the fake glass shader- i figured out a hacky way to blend a liquid color with the glass color#3Dart #gameart #UE5— bennett (@bennettb.bsky.social) 2024-11-13T21:45:43.592Z Made some Will-o’-the-Wisp kind of thing this evening!The effect uses real-time fluid simulation for the flame and some simple Niagara particles on top. Surprisingly, fluid simulation is *really* good for stylized flame effects!#UnrealEngine#techart #vfx #stylized— Kai Fardreamer (@tojynick.bsky.social) 2024-10-24T22:07:05.876Z I didn't ask how the big room is – I said i cast PROJECTILEHappy VFX Friday everyone!artstation.com/artwork/kNwqzy#VFXFriday #madewithunreal #screenshotsaturday #vfx #niagara #ue5 #realtimevfx #prolectile #fireball— Anna Suitan (@suitanshadow.bsky.social) 2024-11-08T09:33:15.300Z Old visual prototype I've abandoned in favor of a more organic shape language.— Friedemann Allmenröder (@friedemanna.bsky.social) 2024-11-21T16:14:24.673Z Reposting part II of the concept video since I'm getting a lot of new audience here😀I thought of this scene when I was in the shower 😀 That was a year ago and I had a sweet day job at Epic. Life was slow and I had all the time to think what next. I remember seeing videos of Tiny Glade and […]— Asher Zhu (@vuthric.bsky.social) 2024-11-09T18:32:26.667Z Since last time I posted this the little fish now avoid obstacles, the top of the water & wiggle more when the velocity speeds up. Getting all the systems working before I art it properly #techart #unreal— Nina K 🐠 (@ninaklos.bsky.social) 2024-11-14T09:17:21.829Z Reposting some hand painted normal maps— Romain Durand (@rdurand.bsky.social) 2024-11-14T08:08:22.231Z ✨reflective seaglass + pearl shaderI wanted the highlight to be visible at all angles so it depends on view direction instead of light#gamedev #techart— 🌸Allison (@ayucinna.bsky.social) 2024-10-28T22:06:17.969Z Something cool I've been working on for @lostskiesgame.bsky.social went up on the dev blog!(lostskiesgame.com/news/skywatc…)These goopy splash #RealtimeVFX have no textures, UV's, animation… or even tangents! youtu.be/Qb6pur6QeOk— Ian Maclure (@fearian.bsky.social) 2024-11-15T21:55:43.325Z Hi Blue Sky! I'm testing the the new Raytracingaccelerationstructure.addinstancesindirect api in Unity 6.1. This basically means that RayTracing can properly work with instancing. The performance boost is quite insane! Get the code here: github.com/danielzeller… #madwithunity #screenshotsaturday— Daniel Zeller (@zellah.bsky.social) 2024-11-16T07:52:53.359Z rock challenge 🪨— LYDIA ZANOTTI (@phrisk.bsky.social) 2024-11-18T06:49:35.574Z I made a shader that rounds the normals on the edges of a standard cube, so I got carried away and made this with it…— Dan Fessler (@danfessler.com) 2024-11-19T13:58:40.506Z I wrote this technical art post some time ago on mixing 3D and 2D for Wizard with a Gun. Seeing a lot of games come out with this art style lately, probably inspired by Octopath Traveler and similar games.straypixels.net/wwag-charact…— Ed Lu (@chaosed0.bsky.social) 2024-10-29T20:18:07.969Z a lil video of my northern lights shader for the @valheimgame.bsky.social deep north updatetechnical details: this is a low step (6 steps!), fully additive raymarch – runs in the skybox shader so our reflections match— Andrea Jörgensen (@andreajorgensen.se) 2024-11-21T08:50:39.730Z Material for my introduction course to volumetric rendering/raymarching using custom HLSL node in UE5.— Gil Damoiseaux (@gaxil.bsky.social) 2024-11-21T21:01:59.562Z Still one of my favorite materials I've done, inspired by one of my favorite movies🍀Made in #SubstanceDesigner— Silvia (@silemar.bsky.social) 2024-11-21T20:23:06.702Z WIP on a character using a custom toon and outline shader. Planning on doing an in depth animated texture for the face.Concept by @panelperday.bsky.social— Stephen Stone (@stephenstone.bsky.social) 2024-10-08T04:29:38.935Z game development gamedev graphics graphics programming madewithunity shader shaders unity unity3d vfx Previous 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)