Technically Art Technically Art: Issue 30 (16.08.2019) By Harry Alisavakis on Friday, August 16, 2019 🎉TUTORIAL: LO-FI 3D PIXEL GRAPHICS IN UNITY 🎉howdy pardners. got another tutorial for u. this one was *extremely requested* and i'm sorry it took so long!(this is nothing revolutionary but i hope it helps anyway!! :D)https://t.co/7msSd8bUJ6— max turnbull 🧦 (@beakfriends) August 8, 2019 #CrumblingWorld: First pass Level Design time-lapse. 3h in 1 minute.#indiegame #indiedev #madewithunity #leveldesign #gamedesign #gameart #lowpoly #unity3d #rpg #indiegamedev #gamedev #diablo #bastion #gaming #diablo3 #fantasy #actionrpg #indiegamelover pic.twitter.com/pWKTryVRc9— Dani Marti (@DumeArts) August 8, 2019 HoudiniでNPR…所謂アニメ調のセルルックエフェクトを制作。いつも通りレンダラーはmantraでコンポはAE。 #Houdini #aftereffects pic.twitter.com/izAa8NmANR— sasaki_0222 (@sasaki_0222) August 8, 2019 My new dissolve effect tutorial.YT link : https://t.co/68TXL2aIG9#unreal #ue4 #vfx pic.twitter.com/xLLJESmBQx— unrealCG (@unrealcg) August 8, 2019 Everyone can now access this post with lit parallax occlusion map standard shader and library! https://t.co/OW4fF8m371— Manuela Malasaña (@ManuelaXibanya) August 8, 2019 2D SDFs used to be my happy place to space out tweaking and composing, @pixelspiritdeck born from that. Now I found my self enjoying more packing vertex animations in a single vert shader in #glslViewer https://t.co/i5TRlXtqkN pic.twitter.com/Qgd9sCb7vk— PatricioGonzalezVivo (@patriciogv) August 7, 2019 Finally weekend! Here a #vertex #animation #shader to wrap up the week. more #vfx and #glsl experiments in my IG account https://t.co/pq2m6WYlVt pic.twitter.com/3KdICARvGn— PatricioGonzalezVivo (@patriciogv) August 9, 2019 For this #VFXFriday I created a simple spell so I could try a couple new techniques i'm testing out, like a slight "glitching effect" and the portal effect.Higher res video: https://t.co/Euk8rPGGB6#madewithunity #realtimeVFX #VFX #indiedev #gamedev pic.twitter.com/czvU2adVfa— TEDD IO (@TEDD_IO) August 9, 2019 For this #VFXFriday, @daveshovlin made his beautiful nether wisp concept into a fancy #RealtimeVFX impulse. Props to @LukeMasonVFX for contributing to the final touches as well! This effect will be broken down with source assets included in the upcoming @VFXApprentice course! pic.twitter.com/FHubTdTJBl— Jason Keyser (@Keyserito) August 9, 2019 This week I worked on some magic missile inspired from D&D for #VFXFriday ! #gamedev #madewithunity #RealTimeVFX pic.twitter.com/o5vgMNlJtq— Nibilli (@nibillii) August 9, 2019 It's #vfxfriday again, so I thought I'd tweet one more variant of my triangle grid effect😃! I did some minor tweaks and removed semi-useless nodes to (probably) speed it up a bit more. #madewithunity #gamedev #RealtimeVFX #VFX pic.twitter.com/hSR3m0Ykvn— Olli Sorjonen (@Olmirad) August 9, 2019 I created a telekinetic, uhm, flyer. Cough. #MadeWithUnity #MadeWithBlocks pic.twitter.com/DBzLaSg5p1— naam (@_naam) August 8, 2019 Hey! Been playing around with a forcefield shader this week. 🌐 #unity3D #madewithunity #shaders #shadergraph pic.twitter.com/xzZnjS8qLc— Cyan (@Cyanilux) August 9, 2019 Testing out different object examination art styles. Initially thought I would use Gameboy camera style photos but I’m finding the pixel art one a bit more evocative… pic.twitter.com/iFTtjKgh3E— Richard Whitelock (@rpgwhitelock) August 9, 2019 Close to having full gameplay loop 🙂Enemies activate on timers… They hang around in the darkness, being pulled more into the light as it gets closer to spawn time, then a small indicator above the head to show "just about to spawn"Kill em to collect gems to unlock doors pic.twitter.com/RV1asWl7EJ— Powerhoof (@Powerhoof) August 9, 2019 Some footage showing enemies freezing when you unlock a door, then unfreezing when you go back in the room.I've frozen one guy with his vulnerable point visible- I'll disappear the red from the vuln point while they're frozen, and maybe add some vfx, but the function is in! pic.twitter.com/aFl9A1KVbM— Powerhoof (@Powerhoof) August 10, 2019 Still working on @revoider fog….#UE4 #gamedev #indiedev pic.twitter.com/5EizTmWCai— Paul Large (@Paul_Large) August 9, 2019 Need to learn terrain stuff for Revoider. Got carried away with everything else, learned nothing about terrain. Doh.#UE4 pic.twitter.com/sGVVHgIb51— Paul Large (@Paul_Large) August 11, 2019 Few big clouds from my portfolio : https://t.co/31W9EZ7pXR pic.twitter.com/08B0DCN4fO— Tohad (@sylvainsarrailh) August 9, 2019 Hera Power-UP VXGThis one was fun. This was probably the most stressed I've been working on a skin so far because of complications that came up, but I am happy with how it turned out. Have a good Friday everyone!#VFXFriday 6/6 pic.twitter.com/I9tUqQSvhK— Austin Widmyer (@AustinWidmyer) August 2, 2019 #VFXfriday Final piece of my entry to the @realtimevfx #StatusChallenge. I'm happy about the result.🙂Artstation post>https://t.co/TCntOPx2XxEntry post>https://t.co/kULWZ08acoLast time I post this FX I swer😂#VFX #RealtimeVFX #unity #gamedev #gameart #indiedev #Unity3D pic.twitter.com/hCgHYtgEZ9— Matias Mahler (@mahler_matias) August 2, 2019 Tried doing some Spider-Verse style VFX in Blender 2.8. Thanks to @CodyWinch for the super helpful tutorial. #b3d #VFXFriday pic.twitter.com/KVTyosnpsX— Gabe Bettini (@BettiniGabe) August 9, 2019 Remember those little "tilt cards" you'd get in cereal boxes that changed images when you rotate them? Pre-internet animated gifs. Anyway, I'm creating a blog post with #rayrender that shows how they work, and it's shaping up nicely. Wait until you see the 💃🍌! #rstats pic.twitter.com/O2JiFY29cB— Tyler Morgan-Wall (@tylermorganwall) August 9, 2019 A little experiment I did on generating prefiltered maps and irradiance maps at runtime for a dynamic time-of-day system (Bruneton sky model). Works quite well! Got some of the ideas from the Far Cry 4 GDC talk by @stevemcauley. Looking to extend it into a probe grid. pic.twitter.com/NOHLdoT8XQ— Dihara Wijetunga (@diharaw94) August 9, 2019 HOOLLLLLY SHHIIIIIIT I finally understood something fundamental about lighting that I was missing for years.It has crazy implications:-Andrew Loomis tutorials about light are wrong.-And so are 90% of "grey ball" tutorial that don't incorporate a real-life reference.[Thread] pic.twitter.com/MKkt3p8ovr— Efflam Mercier 🔜 Lightbox Expo (@EfflamMercier) August 10, 2019 High atop the frozen mountain peaks Thein shamans build their sacred sites. Here they work their mystic powers, here they sate the earth with the blood and the bones of the unwilling and pray to be spared the death’s grim harvest #screenshotsaturday #madewithunity #indiedev pic.twitter.com/3F8c7cRsse— The Way Of Wrath (@TheWayOfWrath) August 8, 2019 Here's a fire effect made with a LineRenderer + shader. No particles involved, so it's quite fluid while in motion.I love LineRenderers. pic.twitter.com/FwI2kOWs0R— Edward del Villar (@Ed_dV) January 3, 2017 I've made a lot of progress in the first level environment. I can't wait to fill this streets with others flying spaceships that you will have to dodge : )#screenshotsaturday #MadeWithUnity #indiegames #IndieGameDev @indiedevEs Team@DaniPOCode @LewisAudio @irquinauta pic.twitter.com/S06ycLcSjx— juanantonioCGI (@CgiJuanantonio) August 10, 2019 Adding more details to the forest 🔥 #screenshotsaturday #madewithunity #indiedev pic.twitter.com/AnTPrneoRh— Sarah Doukakos 👁️ 👑 (@TheSarahChimera) August 10, 2019 Did a quick write up on how to do this Aura #shader in #Unity. I am using a multi pass system with a geometry shader to create the faces for the aura, and a stencil program to mask out the overlapping parts with the main meshMedium Pos: https://t.co/rwRmNu9oOC pic.twitter.com/WR4n2RVwkz— Shahriar Shahrabi (@IRCSS) August 12, 2019 Do people still post WIPs? 😀 Doing some personal art, style tests for fluffy anime grass (featuring my dream car!) #3dart #gameart #screenshotsaturday pic.twitter.com/XzRHR7kPD7— Rachel N🍩y (@AbKi) August 10, 2019 Here is my first wind shader !I use a perlin noise in world space with an offset over time to simulate a wind.And i read his grayscale value that I multiply by my vertex displacement. I've also write a script to send a real time orientation to my shader and apply to him. pic.twitter.com/8aX5eMzuHV— Liam Lepinay (@LiamLepinay) August 10, 2019 ruins pic.twitter.com/OualAs8v2N— Dawn Carlos 🔜 Lightbox Expo 906 (@dawndundundun) August 11, 2019 Put together a system for leaving permanent scrape marks on the track with meshes created at runtime. Added benefit of showing you what your racing lines looked like, good or bad. #screenshotsaturday #gamedev #indiedev #MaxAttack pic.twitter.com/JkT28Ecj5H— Ryan Kamins (@lowpoly) August 11, 2019 Made a quick breakdown, kinda weird watching this come to life in increments 👀 pic.twitter.com/9xJWifjzZS— WeaverDev (@Weaver_Dev) August 10, 2019 Finally done with the ⚡️Zapfish ⚡️ fan art I started the other week. I'm quite pleased how the shader for the light bulb turned out, and how it looks together with the particles!Modelled in Blender, rendering all done in Unity 19.2 (with LWRP).#unity3d #b3d pic.twitter.com/iBNHICaeNS— Ciro Continisio 🔜 Gamescom (@CiroContns) August 11, 2019 Now each item will have a hit animation 😁 #gamedev #indiedev #pixelart #screenshotsaturday pic.twitter.com/gowDzeIcYh— Alpha (@OkaeriStudio) August 10, 2019 ….And part 2 of my #VFX post is up on #artstation Focused more on Combat and Character effects I did on the game.So many things I would change but done is done!https://t.co/kXXSdNlF4S pic.twitter.com/VGXYqhMyem— David Dessantis @artistderai (@Derai01) August 11, 2019 The mandatory stylized water fountain VFX. 😅🙃#AmplifyShaderEditor #madewithunity #VFX #RealtimeVFX #gamedev #indiedev #unity3d pic.twitter.com/AHPNGo3ibE— Bertram Raahauge Jensen (@MrB_Jensen) August 11, 2019 After *way too many* hours spent on the smaller details I am finally calling this effect done. Zane's Barrier action skill from #Borderlands3 made from scratch in UE4 based on a short video showcasing the original effect (OG creator in replies!)#VFX #RealtimeVFX #UnrealEngine pic.twitter.com/vCmZH6fYbK— Xara VFX (@Xarathoss) August 11, 2019 heres an example of what i animate before sending individual layers to photoshop pic.twitter.com/jZGcCA3oDt— GxGrain Son. (@GxGrainSon) April 14, 2019 handful of the recents pic.twitter.com/vuHAd1IlJj— Sħanɇ Nɇwvɨ˥łɇ 쉐인 누빌 (@shanenewville) August 12, 2019 The turntable feature in MagicaVoxel is so cool!#magicavoxel #voxelart #voxel #StarWars #XWing pic.twitter.com/fW7Jldj6TX— JuanCa (@imachinarium) August 11, 2019 car made in gravity sketchmud made from substance designerreal time in Unity HDRP#gravitysketch #unity3d #substancedesigner pic.twitter.com/wzXb3Zjhfg— Henry Ventura (@hvent90) August 12, 2019 Try adding more legs for stability if humans are messing with you pic.twitter.com/570IjKoMCW— wilhelm nylund (@wilnyl) August 12, 2019 If anybody wants the Shader Function for the Masked Camera Distance Fade (so you can use it as a node in #AmplifyShaderEditor), you can grab it freely on my Patreon.https://t.co/PzrWj05VU2(tonnes of other stuff there too for patrons!) pic.twitter.com/7m23lSAGUt— Edward del Villar (@Ed_dV) August 12, 2019 neat🤨 pic.twitter.com/IzlOAZuVs6— PearForceOne (@PearForceOne) August 12, 2019 I haven't really been liking the back of the diorama as much as the front so I decided to reapproach the water, adding waterfalls to the back for more dynamism. Also, new trees and starting to add ambient particles! #indiedev #gamedev #unrealengine #ue4 pic.twitter.com/a5FuhGZMYd— Anya 'TheArtist' Elvidge (@Anya_The_Artist) August 12, 2019 Made an amazing cloud shader. It was a nice experiment and got a lot of nice tips from a tutorial by @RomanPapush. Thanks buddy!...#unity3d #gamesdesign #madewithunity #visualeffects #design #animation #glow #developer #gamesdev #indiedev #vfx #code #unity #gamedesign pic.twitter.com/r5AOaJtISv— S i d (@siddy2497) August 12, 2019 If you've missed my latest #unity clouds tutorial, now's the perfect time to catch up on all that #shadergraph goodness!🔥 https://t.co/dFMqG48pkE…#madewithunity #gamedev #indiedev pic.twitter.com/xOQ7RWACsj— Roman Papush (@RomanPapush) August 12, 2019 Updating my portfolio, though I`d share this procedural energy based scene transition. #blender #b3d #Blender3d #NPR #indiedev #VFX pic.twitter.com/XChDzekzHb— Chris (@IdentyTee) August 12, 2019 Fireflies are adventurous people, thanks to the light and warm their bodies generate they can explore the deepest caves and the creepiest of the hive ruins.#illustration #visualdevelopment #100bugs #conceptart #insects pic.twitter.com/zwNmNR2fVr— Thiago Lehmann (@lehmannthiago) August 11, 2019 Started making a system for basic cutscenes. Will be integrating Cinemachine/Timeline later for more fancy camera moves. But for now, this is looking suitably cryptic and mysterious!#gamedev #madewithunity pic.twitter.com/OtWrEoUreE— Phi Dinh ✈️ GAMESCOM (@phi6) August 12, 2019 Finally added alpha dithering to our particle shaders! @Skepsisology has been requesting this for ages.We use it for 2 things: fading out smoke that's too close to the camera, and fading out smoke over lifetime.Here's how we did it (THREAD):#gamedev #unitytips #madewithunity pic.twitter.com/n2w9A42UZ0— Phi Dinh ✈️ GAMESCOM (@phi6) August 15, 2019 Another late night Blender experiment, wanted to figure out smoke/particles in eevee. So cool to see it all in camera, it’s like having a finished movie set in your viewport….. in real-time! 😀 #blender #Eevee https://t.co/vhKvfRBtrM pic.twitter.com/2ZLjBSXls6— Ben Mauro 🔜 Lightbox Expo (@BenMauro993) August 13, 2019 No particle systems allowed!@AmplifyCreates #madewithunity #realtimevfx #techart #shader #gamedev pic.twitter.com/77Qr6rcNxi— Alexey Botkov (@nomand) July 18, 2019 [PoC] Ray trace scene GEO and sample noisy radiance data to get more accurate lighting/occlusion while hiding the light volume grid and removing most of the lighting bleeding from the coarse data set. 1/4 sample + denoiser should be more then enough. pic.twitter.com/n6BmiPDIVW— Lexie Dostal (@hxLexie) August 13, 2019 "The Guardian", got some time to finish this second test of cloud shader by @ephtracy . Rendered in Magica Voxel, sky added in post. #voxel #voxelart #magicavoxel #illustrations pic.twitter.com/wPTL8YqrgU— Christophe Tritz (@TritzChristophe) August 13, 2019 We decided to create a more natural shuffle of randomly generated locations. They will be wiped out with a storm!Youtube: https://t.co/bULCOF6KGc#madewithunity #gamedev #indiegame #indiedev pic.twitter.com/iDClFSQ9kA— The Serpent Rogue (@TheSerpentRogue) August 13, 2019 We're giving lots of love to UI&UX. Player will definitely spend some time in those windows, so it's important to make this experience pleasant.#madewithunity #gamedev #indiegame #indiedev pic.twitter.com/0GzcD79830— The Serpent Rogue (@TheSerpentRogue) August 15, 2019 "Need a hand?" 😆😈 More details here: https://t.co/36Y4Owbsya#houdini #ue4Niagara #goProcedural #vfx #realtime #visualeffects pic.twitter.com/xr1j2RgUZE— AntonioCappiello (@antonio_vfx) August 13, 2019 Here's how I set up my procedural eye shader! #gamedev #madewithunity Shader Code in first replyMore shaders & tips >> https://t.co/FqAsMb9Plg pic.twitter.com/oD36ocKPab— Joyce[MinionsArt] (@minionsart) August 13, 2019 pic.twitter.com/IL41SxpCkX— Badru (@sonofbadru) August 13, 2019 Here's a li'l update on how my project i've been working on for the past month is looking. 😄#indiedev #indie #unity3d pic.twitter.com/0HtkDR7onr— Foeshty (@Foeshty) August 13, 2019 WIP of a shader for object construction piece-by-piece.#unity3d pic.twitter.com/x0qxZJDN2U— Ciro Continisio 🔜 Gamescom (@CiroContns) August 13, 2019 I'll Keep Coming!A Snake, a Bird, and a Little Something Else.All made again using only Procedural Animations.#madewithunity #unity #indiegamedev #gamedev #indiedev pic.twitter.com/IBk4y7AgFz— Makan Gilani (@Makan_Gilani) August 14, 2019 No render layers.No compositing.And sadly no Eevee.#b3d pic.twitter.com/rNoQDOq4uS— Feline🔪Entity (@FelineEntity) August 14, 2019 💙🧡💚❤️#nintendo #madewithunity (based on this https://t.co/BaDNJPLGi8) pic.twitter.com/Xj9xYshaxo— rob fichman @ i ✨💖✨ my gf (@bobacupcake) August 14, 2019 A prototype for a fun little physics game I made about a year back! Probably the most intense coding experience of my life but in the end I was really happy with it. One day maybe? #indiedev #gamedev #physics #madewithunity pic.twitter.com/NeokoP6QKC— August Håkansson (@HakanssonAugust) August 15, 2019 Finished up my visor mods for #mixandjam 's Metroid Prime HUD. Featuring Normal view, X-ray Visor, and now Thermal Visor!I am not the biggest fan of my place holder assets, but I hope it gets the point across. #shader #gamedev #madewithunity #Metroid pic.twitter.com/2Gl0Akr0dY— bpFarrell (@_bpFarrell) August 15, 2019 Whenever I get a bit of time off I usually spend it on the dumbest thing. This time it was on a dynamic convex hull program in #GameMaker.#programming #gamedev pic.twitter.com/EpehZJJbuS— Xandersauce (@Xandersauce) August 15, 2019 unbelievable shit pic.twitter.com/hFkaanQd1Y— Pavel Dobryakov (@PavelDoGreat) August 15, 2019 finally have the technology to put people in places that aren’t boats! plus you can blow them up pic.twitter.com/UGJb6SSqHG— David Evans (@phosphoer) August 15, 2019 I made a new tutorial. The result doesn't look fancy, but those spheres are raytraced from a signed distance field so if that sounds interresting, this is for you.https://t.co/3oCaoVMjBdYou can support my tutorial making on patreon💖https://t.co/UCOycyxc96 #gamedev #unitytips pic.twitter.com/iHYHw2lvvp— ✨Ronja✨ (@totallyRonja) August 15, 2019 DARQ is OUT NOW. Steam: https://t.co/Cnjyb5IWr7GOG: https://t.co/fSrKQvvSVB#gamedev #indiedev #madewithunity #unity3d pic.twitter.com/fPTaRSdxaN— Unfold Games (@UnfoldGames) August 15, 2019 Found a very dirty way to define global variables inside a Material Function. I need to take a shower. pic.twitter.com/v6EEoX3YZN— Asher Zhu (@Vuthric) August 15, 2019 Made a new tab bar#madewithunity #ui #ux #animation #gamedev #indiedev #igdev #unity #indiedevhour #gamedesign #gamedevblog pic.twitter.com/R5lmQ4uDa4— Alexey Kalinin (@_alexeykalinin) August 15, 2019 a dumb thing pic.twitter.com/POwkBeZjjl— Lovely Rev (@IMPLODINGORACLE) August 15, 2019 Been working on a lot of different VFX this year and finally got around to posting the ones I'm most proud of on #artstation https://t.co/qd2m8sURghI hope people find this inspiring! #VFXFriday #realtimeVFX #gamedev #UE4 #VFX pic.twitter.com/e4GcWXDvWm— David Dessantis @artistderai (@Derai01) August 16, 2019 Here's an update video of my smear material. You can see more on my Artstation:https://t.co/wvKS54FpXZ#MadeWithSubstance #Allegorithmic #SubstanceDesigner pic.twitter.com/K1iErj0HWX— Ilana Katz (@Lanzerel) August 15, 2019 wip level transition between interior and tunnel sections.#infinistate #GodotEngine #gamedev #indiedev #b3d #indiegame pic.twitter.com/bLvkXF853P— fracteed (@fracteed) August 16, 2019 this marble material turned out really nice @unity3d https://t.co/6goneCm8V9 #madewithunity #bauhaus #realtime #hdrp #SubstanceDesigner #triplanar #shadergraph pic.twitter.com/SkypXAhqDl— Marcel Wiessler (@marcel_wiessler) August 16, 2019 I just released a custom loading shader.Link >> https://t.co/euNF9HWBgR#gamedev #unity3d #madewithunity #unity #indiedev #unitytips #shader pic.twitter.com/D2CLVEMjkw— Rafael Alexandre (@rafaelgroc) August 16, 2019 One of the things I'm working on for my personal portfolio: #VFXFriday #VFX #indiedev #indiegame #RealTimeVFX #Unity pic.twitter.com/50gxSX7T6I— Juane Gray (@JuaneGray) August 16, 2019 More forcefield stuff! 🌐 I added some distortion ripples so it can react to collisions/damage. Currently just passing through random points on the sphere. See thread for more details. #unity3D #madewithunity #shaders #shadergraph #VFX #VFXFriday pic.twitter.com/JyouVAKPWQ— Cyan (@Cyanilux) August 16, 2019 Here's the result from the latest #mixandjam video! this time I tried to recreate the Blade Mode in MGR using @unity3d! This one was a hard one but I'm so glad it turned out well!! You can check out the full video here: https://t.co/QdUUqs3N27#madewithunity #unity3d #gamedev pic.twitter.com/vaxs15vD71— André Cardoso (@andre_mc) August 16, 2019 Just over a year since my last article on graphics programming. I guess it's about time to post another.Sharper Mipmapping using Shader Based Supersamplinghttps://t.co/nC8pfomRpb— Ben Golus (@bgolus) August 10, 2019 For this friday I made a shiny and sparkly power-up block 😀#unity3d #madewithunity #gamedev #indiedev #assetstore #gameart #vfx #realtimevfx #unity #gameart #vfxfriday pic.twitter.com/SnDByNdWD3— Archanor (@Archanor) August 16, 2019 Sneak peak at the soundtrack for HOW WE KNOW WE'RE ALIVE #modular #gamedev #indiedev #pixelart pic.twitter.com/uArK0eeH3Y— August Håkansson (@HakanssonAugust) August 16, 2019 2d 3d code coding game design game development gameart gamedev games graphics graphics programming madewithunity madewithunreal procedural programming tech art technical art unity unity3d unreal engine unreal engine 4 vfx Previous Post Next 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)