Technically Art: Issue 140 (22.11.2024)

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

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

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.