Technically Art Technically Art: Issue 23 (21.06.2019) By Harry Alisavakis on Friday, June 21, 2019 Another @madewithunity #shader . Again no particles, one mesh, real time, and no baking required. #VFX pic.twitter.com/3TsbyFJ7R5— Shahriar Shahrabi (@IRCSS) June 14, 2019 Tutorial #8 Exaggeration and Overshoot โ๏ธCheck out the rest here: https://t.co/lbHSMtKHNi#pixelart #animation #aseprite pic.twitter.com/pQdTi7pjnB— Nick N. (@KoldaPlz) June 14, 2019 Made a replica of Gannondorf's entrance portal from #SuperSmashBrosUltimate for this #VFXFriday!#RealtimeVFX #UE4 #unrealEngine #gamedev pic.twitter.com/FtwjbmVbWS— Antonio Gil (@AntonioGil_Jogo) June 14, 2019 Inspired by Magni Bronzebeard (Hearthstone warrior hero) armor up animation, I wanted to make it on Unity. Took a hammer and rock model from Sketchfab, and animate everything, from the token to the hammer, including shaders and vfx. Use cinemachine for the shaking camera #unity3d pic.twitter.com/Dj6SDW8VlM— The C.reator (@cayou66) June 14, 2019 Energy Shot for #VFXFriday#VFX #gamedev #madewithunity pic.twitter.com/kaohluzQXX— dct (@tokuday) June 7, 2019 So, here it is a little magic ice explosion for my first #VFXFriday ever. Definitely there's a lot to improve but it was a lot of fun!#UnrealEngine #gamedev #realtimevfx #vfx #substance #houdini pic.twitter.com/tCYpADThvF— Christian Gonzalez (@chris____gs) June 7, 2019 Hereโs another excerpt of gameplay from our passion project @morkredd – keep out shadows to stay alive. ๐ด๐ฟโช๏ธ๐ด๐ฟ #screenshotsaturday #morkredd @madewithunity @unity3d #gamedev pic.twitter.com/LsCYwJABt9— Hyper Games (@hypergames) June 15, 2019 So after being inspired by a bunch of amazing people in @HarryAlisavakis' "Technically Art" collections (Harry included), I decided to start playing around with Shaders. Here is my first vertex animation shader #gamedev #madewithunity #screenshotsaturday pic.twitter.com/mH52S1EUpV— Ben McInnes (@BsMcInnes) June 15, 2019 I FINISHED IT!๐THE THINGS WE LOST IN THE FLOOD๐Play now on @itchio – it's free!https://t.co/85c7HZsU10#gamedev #indiegame #pixelart #madewithunity #unity3d #screenshotsaturday #thethingswelostintheflood #ttwlitf #itch pic.twitter.com/ZmgbeejJ8O— ๏ผค๏ฝ ๏ฝ๏ฝ (@Crap_Weasel) June 15, 2019 As usual, some over-engineered icons from our game! #indiedev #gamedev #pixelart #screenshotsaturday pic.twitter.com/691u0drYtr— Irkalla (@IrkallaGame) June 15, 2019 Here's my game-ready axe model finished!! Sculpted, baked, and hand-painted! I made a subtle glowing shader not quite showing in the gif. I packed the AO, Metal, Smooth, and an extra map in to one image using RGBA ๐ Let me know what you think! #b3d #gamedev #madewithunity pic.twitter.com/kzxNCGLM8L— Mickey Krekelberg๐๐๐ (@mickkrek) June 15, 2019 Hey! I now have a breakdown of the Jellyfish shader for those interested, also attempting to explain how I set up the movement/rotation. #unity3d #shadergraphhttps://t.co/qTXIk4AUgc— Cyan (@Cyanilux) June 17, 2019 doodling around with #B3D and making a kind of scientist device, definitly need to make a game ready version ๐ #decalmachine #hardops #meshmachine pic.twitter.com/4YPAJqCPMr— morph_oz (@morph_oz) June 18, 2019 I made a tiny low-poly scene in #Houdini while studying @OskSta's technique for simple voxel-based ambient occlusion. It has four different color schemes! Explore at https://t.co/lw1S7uj2yx pic.twitter.com/IEtigOeDNJ— Dito Seregin (@Terzalo) June 17, 2019 This water material let's you paint rocks and water depth onto a surface. The rocks above water tessellate and the rocks below disappear into a cloud. This is super useful for artists crafting their world. Let's look at how! #UE4 #gamedev #techart pic.twitter.com/EB2Sb6PQJZ— Chris Murphy (@HighlySpammable) June 18, 2019 Small project I worked on last night to try and create a portal effect using the new Render Objects, available in Lightweight Render Pipeline since 6.6.0.After a bit of fiddling with stencil, I managed to create what you see without one line of code (thread)#unity3d #unitytips pic.twitter.com/jnI1MONQoC— Ciro ์น๋ก Continisio (@CiroContns) June 18, 2019 Working on fully procedural 'rocky' animation.It still some #VFX to be added. Inspired by @HarryAlisavakis's works.Made with @KodeLife.#glsl, #shader, #ProceduralArt, #generativeart, #voronoise pic.twitter.com/czKWtJRjpX— skaplun (@sskaplun) June 18, 2019 A Link to the Future – Combo VFX (Personal project)https://t.co/2GbvvEqW03#vfx #realtimevfx #gameart #unity3d #madewithunity #Blender #gamevfx #animation #LegendOfZelda #scifi pic.twitter.com/dbq3BjKgZ3— Augusto Godinho (@gusto_god) June 18, 2019 You guys were sayin our trail was hot in our last post! So here's a close up look of dat sizzle. Gaze closely into the hellfire and witness the runes of doom!!!#WhatCleganeSeeInDatFire #indiedev #gamedev #gaming pic.twitter.com/bG1SKR5q1A— Swordcery (@TempleDoorGames) June 19, 2019 After two days of making nuke explosion with particle system, I've decided to give a shot with #amplifyshader. Should've start with this one from the beginning.@AmplifyCreates #madewithunity #gamedev #indiedev #vfx #NUKE pic.twitter.com/40ZDRTqNKx— Tom Bentkowski (@bentkowski_t) June 18, 2019 Something different from the usual stuff. Sculpted in #ZBrush and rendered with #Keyshot and #Photoshop… more images in my ArtStation: https://t.co/F0hIySA183 pic.twitter.com/HqWblA9ZoI— Pablo Munoz Gomez (@pablander) June 19, 2019 Here, have a wallpaper ๐ pic.twitter.com/fcvk89NPKY— Durk (@DurkatWork) June 19, 2019 process wrap ๐๏ธ #3dart pic.twitter.com/LLUk6uoScm— Emma Koch ๐๐ฉ (@emmakoch) June 19, 2019 So I'm now using Dynamic bones for Frida's hair and Scarf. I tried it on Dex and things got weird lol #gamedev #unity3d pic.twitter.com/mVJfvLbXxS— Micah Holland. (@MacchiatoLycan) June 16, 2019 Attempt #9https://t.co/rYFVmklrLZ#b3d #eevee #boxcutter #hardops #edon #gura pic.twitter.com/Zeoga4Tpye— masterxeon1001 (@mxeon1001) June 19, 2019 Tutorial: https://t.co/thmGD87XgV pic.twitter.com/dVC8AHOdGL— balaganvfx (@balaganvfx) June 20, 2019 Here's a preview of my 2D lighting system prototype in #unity (per pixel shadows). It's built completely inside a compute shader. There's existing systems, but I wanted to learn this stuff myself and practice some math too. #madewithunity #gamedev #indiedev #vfx #RealtimeVFX pic.twitter.com/CdhPkM22bo— Olli Sorjonen (@Olmirad) June 20, 2019 Project's done! #gamedev #realtimeVFX Finally have the time to share it on twitter.So heres a start:A gameover #VFX of the core's death, really surprised myself with this one as it all came together on a weekend with some random luck. pic.twitter.com/Dyx70QaAH1— David Dessantis @artistderai (@Derai01) June 20, 2019 New #mixandjam video out! I've played Mario Kart since I was little – so I was very excited to work on this project!!https://t.co/761ZHDe0he#gamedev #unity3d #madewithunity— Andrรฉ Cardoso (@andre_mc) June 20, 2019 Blog: Creating natural looking geometry in Unexplored 2: The Wayfarer's Legacyhttps://t.co/jhEGDxxCZM pic.twitter.com/kxyX2suVpw— Gamasutra (@gamasutra) June 20, 2019 fixed a bad bug with the LBM solver tonight (had to read an entire book to find the problem). exaggerated foam amount and viscosity to show the new flow behavior: pic.twitter.com/oHCpZ4Jpqw— jpg (@greje656) June 21, 2019 spot the difference!!! top is my unity render, bottom is Eternity Engine pic.twitter.com/YEAEWKOpRK— queenjazz (@jazzmickle) June 21, 2019 Hey! This week I've been a bit busy with other things, but I made an ice shader using a Fresnel Effect, with normals created from noise put into a 'Normal From Height' node. โ๏ธ#unity3D #madewithunity #shaders #shadergraph pic.twitter.com/mQutsrwCtK— Cyan (@Cyanilux) June 21, 2019 Reworked some bits of my terrain map baking tool, used for rendering a mini- or ingame map. The curvature took me days to figure out and Ambient Occlusion is still a tough nut to crack ๐ต#gamedev #unity3d #madewithunity pic.twitter.com/nggpv6o3ve— Staggart Creations ๐ฟ (@_staggart_) June 21, 2019 This week I continue to refine my #impackframe .I use posteffect shader to produce something similar to Sun shafts.Use the "world to screen"position to get the position of the cross,than Set it to posteffect shader.#VFXFriday #Unity3D #madewithunity #realtime pic.twitter.com/D7prksbdgD— Piao_3DEffect (@PiaoEffect_cn) June 21, 2019 #WednesdayShareday – 09 – Slight delay, but we have passed the mid-point of #MaterialMarathonhttps://t.co/amZ5TQea6eShare away!#material #gameart #substanceAlchemist #freebie #indiedev #substance #texture #free #gamedev #SubstanceDesigner #SubstancePainter— Nikola Damjanov (@damjanmx) June 21, 2019 We had to make the scenery of #rescuewings follow the level so we could go up/down infinitely. Scenery layers have about 4 points that track the level's altitude. When the left-most point is out of view it becomes the right-most point and the mesh is updated accordingly. #gamedev pic.twitter.com/7IJdFjOKhU— Joris van Leeuwen (@Joris_vLeeuwen) June 21, 2019 The second part of the #VFX master shader tutorial is here, in time for #unitytips Tuesday! Here I cover more features, like culling, color banding, polar coordinates and more!Check it out in the link below! ๐ https://t.co/DWFhOb6QDD#gamedev #madewithunity pic.twitter.com/HptgNfDLEt— Harry ๐ฌ (@HarryAlisavakis) June 18, 2019 game development gameart gamedev graphics graphics programming indie indiedev madewithunity madewithunreal shader shaders unity unity3d unreal engine unreal engine 4 vfx visuals 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)