Technically Art: Issue 141 (17.1.2025)

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

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

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

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