Technically Art Technically Art: Issue 20 (31.05.2019) By Harry Alisavakis on Friday, May 31, 2019 Animated meshes as particles!Why yes it is one draw call! The animation is done gpu side. pic.twitter.com/eh2zJWsn3d— sam eng (@bysameng) May 24, 2019 500 animated robot meshes, each robot is a particle. They have 6k verts each and dynamic lighting/shadows, and they all draw as one mesh. I really like this technique!#screenshotsaturday pic.twitter.com/Rn558nDEOD— sam eng (@bysameng) May 25, 2019 Real-time, interactive #fluid and organic #motion-studies. R&D for an upcoming project. 1/3#Web-based, #interactive #3D-studies for high-performance dynamics. Developed with #ThreeJS, #GLSL and #JavaScript. pic.twitter.com/Zr7qlV6zus— Patrik Hübner (@PatrikHuebner) May 23, 2019 I can't afford a summer getaway…So I just coded one for myself. pic.twitter.com/YApn0Qdaek— Lez Tusi (@lestertusi) May 25, 2019 a void drop with copious overuse of refraction for today's #VFXFriday #vfx #ue4 #unrealengine pic.twitter.com/4xt88tBkso— bftd (@bftd) May 24, 2019 After making that Mary Poppins joke I realized that Yondu's arrow would make a really cool game mechanic so I did it.#gamedev pic.twitter.com/D853Bp2MqX— Martin (@TuxedoPato) May 24, 2019 boom explosions!!! made in the unity particle system, using the subemitters feature to chain the particle sequence. #madeinunity #realtimevfx #VFXFriday #gamedev pic.twitter.com/bVkLHUl7Oc— luelly! (@luelly) May 25, 2019 An idea I've been meaning to try for a little bit. Spawning what I'm calling "source" particles. They appear in strong currents and resurface later in calmer waters (creating a current source). Not perfect yet and pretty subtle, but interesting: pic.twitter.com/yV4FW4Qzqc— jpg (@greje656) May 26, 2019 Phantom Path demo is now available! A story-driven puzzle adventure game.Download: https://t.co/dcaor3ziPWPlease RT! Thanks! 😄#gamedev #indiedev #gaming pic.twitter.com/qhNYCzDkKo— KEYREAL (@kircode) May 26, 2019 Feels like I'm starting to put together a Bob Ross painting. #UE4 #gameart #gamedev pic.twitter.com/3r4uq6SmMl— Taizyd Korambayil (@DeepSpaceBanana) May 26, 2019 Using particle lifetime to create a fire system #gamedev #unity3dShader code/info in first reply!More effects and tips >> https://t.co/FqAsMb9Plg pic.twitter.com/4ibLBP1zKX— Joyce[MinionsArt] (@minionsart) May 26, 2019 Hi People of the Internet.As requested by so many of you I made a tutorial about Cutting Meshes in @Unity3d Watch the full tutorial here :https://t.co/I9rR0lGemh#madewithunity #unity3d #unitytips pic.twitter.com/KUcLneKdtz— Kristin Stock (@itsKristinSrsly) May 26, 2019 Fire ray VFX. @madewithunity #VFX #Effects #Unity #Unity3d #realtimeVFX #fire pic.twitter.com/m6Y3j7HvjX— ErbGameArt (@ErbGameArt) May 26, 2019 プリンにDynamicBone仕込んで揺らして遊んでました。プルプルやー pic.twitter.com/5CZICg2V3l— 前島 (@banayooo) May 26, 2019 Been working on a new vrchat avatar, aiming to keep this one as simple as possible in terms of effects. the rainbow color shift is sped up 100 times to show off the effect. So far I've got a basic toon lighting set up which responds to light sources, and some minimalist particles pic.twitter.com/tDe4POvozD— Xara 🏳️🌈 (@Xarathoss) May 26, 2019 I now have a breakdown of this whirlpool shader on my blog! 🙂🌊🌀https://t.co/ZAkRDhZGOQ— Cyan (@Cyanilux) May 27, 2019 Hey! Wanted to use the 'Scene Color' and 'Scene Depth' nodes a bit, which developed into this water shader. It's all drawn to the plane so the camera can't go below the surface, but it looks cool. 🌊#unity3D #madewithunity #shaders #shadergraph #VFX #VFXFriday pic.twitter.com/laRjwMXmFk— Cyan (@Cyanilux) May 31, 2019 Quick one for the weekend! 😀#Blender3d #3dart #gamedev pic.twitter.com/p1rxbnGE95— Carlos Cavalcante (@carlos_ccfh) May 26, 2019 #b3d #blender #eevee a ghost of some alternate magitech 80’s corporate ad pic.twitter.com/jXtfjBcRDI— bftd (@bftd) May 27, 2019 Did it ! Caustics effect in Unity HDRP🦈 #unity3d #indiedev pic.twitter.com/uHxJlZbIQC— Kodai Takao 🌊 (@kodai100_tw) May 27, 2019 You must choose wisely! For there are over seventeen mirrors in this world! #indiedev #gamedev #ue4 pic.twitter.com/4LRDuggwMb— revoider (@revoider) May 27, 2019 Something new 🦇 pic.twitter.com/XZNOYcifMN— Menno Stas ✨ (@MennoStas) May 27, 2019 I made a little demo of my old hydraulic erosion project, with a bunch of parameters to play around with. Have a look here if you're interested: https://t.co/Pha65GI8WV#madewithunity #Unity3D #procgen pic.twitter.com/ZCEQectWjj— Sebastian Lague (@SebastianLague) May 27, 2019 Still playing with those shaders, exploring the base concept 🕊️#madewithunity #VFX #screenshotsaturday #gamedev pic.twitter.com/GjHYu4JtAZ— Florentin Monteil (@FloMonteil) May 19, 2019 Fast procedural fluid-like animated 3D noise, allowing for much nicer volumetric shading (should run close to 60fps at 1080p) See in motion: https://t.co/KbfTAzVSzs pic.twitter.com/iiosfTcKxO— nmz (@stormoid) May 27, 2019 PostProcessEffects + Fog = UnderWater feelz. 👌#AmplifyShaderEditor #madewithunity #VFX #RealtimeVFX #gamedev #indiedev #unity3d pic.twitter.com/T1OJHwzKiK— Bertram Raahauge Jensen (@MrB_Jensen) May 27, 2019 Hmmmmmm… Messing about with this #asciiart shader.What kind of glitchy FX could this be used for?#gamedev #madewithunity pic.twitter.com/FggYJle2Jm— Phi Dinh (@phi6) May 27, 2019 Today I have this clever idea and made this Curtain shader with fake light passing through a window 😀#Unity #AmplifyShaderEditor #indiedev #VR #gamedevs #madewithunity @unity3d @AmplifyCreates pic.twitter.com/mpMGLt4XV8— Patrick Haraguti (@Patrickd3) May 28, 2019 #UE4 material I've been wanting to make for a long time. Switchable quads with layered offset for fake interiors. It's not perfect, but I like it 🙂 Albedo is 4 random windows I cropped from https://t.co/4lk8l271m3 #GameDev pic.twitter.com/gCjLxLVumy— Clay (@Bearded_3D) April 7, 2019 New #mixandjam video is out! Today's project is inspired by @celeste_game – one of the most incredible games I've ever played! #gamedev #madewithunity https://t.co/VZOwgbNHqv— André Cardoso (@andre_mc) May 29, 2019 Here's a Unity ShaderGraph implementation of our procedural stochastic texturing from GPU Zen 2. This Texture Sampler node eliminates tiled texture repetition for stochastic textures: https://t.co/ms5vbl1UyR pic.twitter.com/u54gajiVSt— Thomas Deliot (@afrenchdutch) May 29, 2019 #WednesdayShareday – 06 – Batch no.3 from #MaterialMarathonhttps://t.co/htZ0yyeqPETell yo' kids, tell yo' wife and tell me know if you make cool stuff with it!#material #gameart #substanceAlchemist #freebie #indiedev #substance #texture— Nikola Damjanov (@damjanmx) May 29, 2019 Here are the slides for The Making of The Heretic: Digital Humans and VFX Characters talk @codeverses and I gave at Digital Dragons.With animations and presenter notes: https://t.co/wVismqKuZB#digitaldragons2019 #unity3d pic.twitter.com/3dJgqz2prS— Robert Cupisz (@robertcupisz) May 29, 2019 I started #DeathStranding style HUD with @UnrealEngine. #UE4 #WIP #GameDev #GameStudy pic.twitter.com/aB1gAGcRgX— Sertaç Ogan (@sertacogan) May 29, 2019 Furry shader wind test with raccoon – how sweet is that?@AmplifyCreates @unity3d #raccoon #sweet #shader #amplifyshader #madewithunity #gamedev #indiedev pic.twitter.com/5AgWL5xPyD— Tom Bentkowski (@bentkowski_t) May 30, 2019 Another cell shading experiment.#lowpoly #gamedev #madewithunity pic.twitter.com/JwekDzF7RQ— colorfiction (@colorfiction) May 29, 2019 *Insert cheesy avengers reference here* No particles used, one mesh, one shader, captured in the material editor. #UE4 #gamedev #indiedev #realtimeVFX pic.twitter.com/DUBJfPTMIQ— Klemen (@klemen_lozar) May 30, 2019 I wrote a blog post about how archery works in The Pathless. Its all about moving fast and being able to shoot at the same time. Check it out! We also just started a discord for @giantsquidology. join us! https://t.co/CWcUgpn7tP pic.twitter.com/VuQ9h4Bwld— Matt Nava (@matt_nava) May 30, 2019 closeup of my #Scoprisia sculpt pic.twitter.com/OwU32tZ9Oz— Dzung Phung Dinh (@phungdinhdung) May 30, 2019 the procedural furniture spawner for DSD also allows for repositioning of any item it places so level placement is quick but totally in the designer's hands pic.twitter.com/O9cFmP9i00— mike🌵black (@kurtruslfanclub) May 31, 2019 An old tesselated portal shader I worked on in #Unity3D using a render texture setup. Stuff goes in, stuff comes out! 👀#MadeWithUnity #AmplifyShaderEditor #GameDev #IndieDev pic.twitter.com/dEIZhG0BrE— Mirza Beig (@TheMirzaBeig) May 31, 2019 Here it is, for the #VFXFriday I really put a lot of effort into making it feel… Just irrepressible power.Hope you like it as much as I've loved working on it.#MadeWithUnity #VFX #RealtimeVFX #GameDev pic.twitter.com/Ipc0iaEBED— Rafles (@SrRafles) May 31, 2019 #vfx #VFXFriday Shockwave Effect from the game i'm solo developing…Twin Ruin pic.twitter.com/3HvJ985hjc— Alex (@Alcolepone) May 31, 2019 magic missiles for today's #VFXFriday ! #ue4 #realtimeVFX #unrealengine #vfx #gamedev pic.twitter.com/0B1pICQ6Mp— bftd (@bftd) May 31, 2019 It’s a bit of an old clip, but I was testing flight and its nimbleness. I will put all my love and dedication during the holidays to get this to awesomness level.#indiedev #gamedev #gameart #UE4 #UnrealEngine #indiegames #anime #stylized #effects #particle #screenshotfriday pic.twitter.com/WrUnv8KB1w— Houari Abdelkarim (@howareyi) May 31, 2019 Baked Shadows #unity3d SRP #gamedev #tutorial: https://t.co/CZp2vOOOzk— Jasper Flick (@catlikecoding) May 31, 2019 game development gameart gamedev graphics graphics programming indie indiedev programming shader shaders unity unity3d unreal engine unreal engine 4 vfx Previous Post Next 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)