Technically Art Technically Art: Issue 141 (17.1.2025) By Harry Alisavakis on Friday, January 17, 2025 salallax mapping (parallax mapping but my son salad is trapped in the realm of frosted glass)— Freya Holmér (@freya.bsky.social) 2025-01-16T19:12:11.740Z Dynamic Tunnel Shader🌀Calculate polar coordinates using Arctangent2Fast and Distance nodes enabling support for dynamic parameters over tiling, rotation, and depth for infinite variations #realtimeVFX #UnrealEngine #gamedev #VFX— Tuatara (@tuatara.bsky.social) 2025-01-16T18:00:37.332Z POV: you're looking for examples of your tech-art work to update your book.#gamedev #techart— Skia – Wishlist CTHULOOT on STEAM🐙 (@skia-ura.bsky.social) 2025-01-15T13:54:07.153Z Ghost Attack 👻💥Also Happy Portfolio Day 2025 everyone, I finally have something new to post after all this time LOL#PortfolioDay #PortfolioDay2025 #VFX #StylizedVFX— Ryuu 🔆 capybara enthusiast (@saintryuu.bsky.social) 2025-01-14T22:10:17.375Z I'm working in a Unity tool to draw wireframes in game, mobile friendly (no geometry shaders) A custom subgraph(and amplify function) for adding it to any shader and working in a sci-fi shader— Kenn 🦋 (@moonxwisher.bsky.social) 2025-01-14T16:39:26.517Z — Inigo Quilez (@iquilezles.bsky.social) 2025-01-14T02:20:04.844Z I wrote a new tutorial! This one's about radial health/progress bars in GameMaker.yal.cc/gamemaker-ra…— Vadym, friend of eggbug (@yellowafterlife.bsky.social) 2025-01-13T17:24:47.103Z Always wanted to figure out imposters. Here's a use case: cheap light shafts!— Anton (@antonkudin.bsky.social) 2025-01-13T16:36:01.497Z Tech art is my passion— Dmaw⛅ (@dmawdev.bsky.social) 2025-01-11T20:51:23.921Z More #surfpunk stuff. Spawning VFX : Custom decal, particles and vertex/fragment shader.#gamedev #shaders #vfx #realtimevfx #unity3D #techart— Etienne Marie (@e2n.bsky.social) 2024-11-29T16:55:08.859Z Hello Bluesky! I'm developing a renderer that uses very small voxels and displacement mapping to modernize the retro aesthetic of games like Doom and Quake. I posted this elsewhere last May, but figured I'd upload the clip on here as well.#voxels #gamedev #rendering— Daniel Schroeder (@dan5sch.bsky.social) 2025-01-10T22:48:59.921Z Reworked my spline-based prefab spawner to work with Unity's native spline tool! Got to flesh out plenty of new ideas, it now does just about everything! 🚀🔗A download to a preview version is available on Discord if you're already a user of the "Spline Mesher" asset#gamedev #unity3d #indiegamedev— Staggart Creations (@staggart.bsky.social) 2025-01-09T13:06:16.256Z Hi, everyone! I finished up my VALORANT smokes! I ended up making fire and ocean-inspired versions 🙂 Hope you enjoy!www.artstation.com/artwork/oJ6AYw#vfx #rtvfx #realtimevfx #ue5 #valorant #riotgames #fanart— Audrey 🌸 (@audsaudfx.bsky.social) 2025-01-04T20:19:58.337Z I always thought stretching specular was more complex. Turns out you can just transform the halfvector into tangent space and scale it? Or camera space? How easy— Dylan (@dylanmeville.com) 2025-01-04T02:33:34.831Z Testing some new custom material rendering— Romain Durand (@rdurand.bsky.social) 2024-12-30T11:42:07.771Z update on the rabbit tech— rémi (@okremiok.bsky.social) 2024-10-24T22:54:04.212Z Unstable— Azzy (@krisp.bsky.social) 2024-12-28T09:58:18.875Z Sharing more early behind the scene – techie stuff from NAIAD: Shader+Splines = Waves! 🌊 (…) #indiegame #gamedev— HiWarp – 🌸 NAIAD 🌿 OUT NOW! ✨ (@hiwarp.bsky.social) 2024-12-28T12:23:32.261Z @ikaroon.bsky.social thanks for the tip about Terrain.SetSplatMaterialPropertyBlock() !i can now do simple vertex displacement on the terrain, based on a prebaked depth map!— thomas 🏔️ vandenberg (@noio.games) 2024-12-26T14:37:29.353Z Holy persistent deformation tensor equations about subdivision sets and fixed point atomic interlocked mass accumulations, Batman. My neo hookean softbody planar slicer heckin works correctly even whilst deformed!— Mr. Thee (@mrthee.bsky.social) 2024-12-25T14:39:51.559Z Uploaded a new tutorial for the first time in uhhh nearly 2 years :3 check it out!youtu.be/8YL7qmsqAwE— Azzy (@krisp.bsky.social) 2024-12-24T15:10:50.979Z 89 cloud assets + 10 texture sets = infinite skies ☁️✨Here's my last tool aimed to craft stylized clouds and entire skies effortlessly!It's out now with a 30% discount until the end of Christmas! Show me your dreamy skies! ☺️reipart.gumroad.com/l/stylizedCl…#bnpr #b3d #geometrynodes— Rei (@reipart.bsky.social) 2024-12-18T22:24:48.207Z Pressing pause on Stomping Grounds for the holiday— tinkering on a little virtual pet!Fully procedural! Whaddya think so far?#animation #gamedev #solodev— Lou | 🦖STOMPING GROUNDS🦕 (@soloudev.bsky.social) 2024-12-22T17:07:02.455Z I just stumbled on this old video. I'm usually never happy with the stuff I make, but I really like this water shader. I hope I'll have time to go back to this project soon.#GodotEngine— Hungryproton (@hungryproton.bsky.social) 2024-12-19T17:29:41.552Z Here's how I do lighting in godot, hope it helps!— passivestar (@passivestar.bsky.social) 2024-12-17T21:07:06.025Z Made textures for some bottlesstill don't know how to do good-looking translucent material in UE, so rendered in Blender— blue exo 🇺🇦 | zerth0n (@zerth0n.bsky.social) 2024-12-18T04:06:33.042Z can anybody guess how I animated this cable?you might be surprised at how simple it is! 🤫(video was broken in the other post 😒)— thomas 🏔️ vandenberg (@noio.games) 2024-12-17T18:17:57.398Z Create a liquid smearing effect by repeating a texture sample using a loop (expensive) and pinching it with a step function; Notice how the sample is being repeated with an offset while brighter areas remain longer #realtimeVFX #UnrealEngine #gamedev— Tuatara (@tuatara.bsky.social) 2024-12-12T18:00:35.181Z New tutorial for Godoooooot! Learning more about Signals and some ways to not make a mess later in development.We love them and use them everywhere, and it also applies to other engines.https://blog.febucci.com/2024/12/godot-signals-architecture/ Have fun!! ✨#godot #gamedev #indiedev— Febucci (@febucci.com) 2024-12-12T14:18:29.300Z Hi Bluesky, just wanted to share this here. A while back on the other site, I posted a short breakdown of how I made the plants for our cancelled ARPG at Timbre. We were going for a gummy and chunky vibe. sarahstlaurent.gumroad.com/l/ywxpuPay what/if you want! Goes to my tired mom coffee fund.— Sarah St Laurent (looking for work) (@sarahstlaurent.bsky.social) 2024-12-11T17:14:40.529Z update on my Slime game💚The dungeon's popularity is plummeting! Only the Slime can make it fun again. Lots of magic sodas are needed to get the job done.#indiegame #gamedev #techart #slime #game— Asher Zhu (@vuthric.bsky.social) 2024-12-09T16:58:30.210Z – Dissolve static mesh into dust tutorial -realtimevfx.com/t/niagara-5-…— Jukerlaw (@jukerlaw.bsky.social) 2024-12-08T06:43:54.991Z finally got some time to experiment with a screen space texture effect that "sticks" to the models position and scale on screen 🙌 #techart #indiedev— Jonas Pfeiffer 🍂 (@polygonas.bsky.social) 2024-12-08T22:35:20.866Z Wrote a naive soft-body system in GodotFollowing @walaber.com's JellyCar Physics Explained video :)!#GodotEngine— Tibo (@heytibo.bsky.social) 2024-12-08T12:38:33.360Z Wrote a naive soft-body system in GodotFollowing @walaber.com's JellyCar Physics Explained video :)!#GodotEngine— Tibo (@heytibo.bsky.social) 2024-12-08T12:38:33.360Z Just sharing a couple more examples from the Ivy experiments! Nature at work! 🌱#gamedev #unity3d #madewithunity #procgen— ToughNutToCrack (@tntcproject.bsky.social) 2024-12-05T14:23:42.445Z Water shader for the surface and some Niagara particles for the rain. Made in #UE5. This is from a couple of months ago ✨️#gamedev #vfx #Artist— Roger (@rogerchaumette.bsky.social) 2024-10-28T15:39:19.746Z I wrote a new article, this time exploring a bit how some games handle refraction.I discovered quite a few interesting tricks !www.froyok.fr/blog/2024-12…#gamedev #rendering— Froyok (Léna Piquet) (@froyok.fr) 2024-12-03T19:30:18.242Z I thought I might share this old #GameDev post I made about some neat vertex colour stuff in #Blender.It is probably quite useful for #PS1 type art styles.Projecting vertex values like this is non-destructive and so would be great for lighting scenes.— Jamie D/Env & VFX artist available for work!/DM'S open (@uk-resistant.bsky.social) 2024-12-03T11:09:34.690Z Experimenting with a method to bake shadows into the scene to get really sharp shadows!Works pretty well for an initial version!— ameye (@ameye.dev) 2024-10-26T09:26:10.845Z A first attempt at implementing the map 🗺️— Sam (@saminton.bsky.social) 2024-11-30T13:08:51.775Z foil shader study— celestialmaze (@cmzw.bsky.social) 2024-11-28T12:15:41.230Z VFXSketch – [ Anti-Shell ]— V△LKEN (@twistedkeyblade.bsky.social) 2024-11-23T09:23:48.067Z game development gamedev graphics graphics programming madewithunity shader shaders unity unity3d vfx Previous Post Related Posts Technically Art Technically Art: Issue 140 (22.11.2024) Technically Art Technically Art: Issue 139 (16.04.2023) Technically Art Technically Art: Issue 138 (11.02.2023)