🎉TUTORIAL: LO-FI 3D PIXEL GRAPHICS IN UNITY 🎉
— max turnbull 🧦 (@beakfriends) August 8, 2019
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
#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.
— unrealCG (@unrealcg) August 8, 2019
YT link : https://t.co/68TXL2aIG9#unreal #ue4 #vfx pic.twitter.com/xLLJESmBQx
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.
— TEDD IO (@TEDD_IO) August 9, 2019
Higher res video: https://t.co/Euk8rPGGB6#madewithunity #realtimeVFX #VFX #indiedev #gamedev pic.twitter.com/czvU2adVfa
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.
— naam (@_naam) August 8, 2019
Cough. #MadeWithUnity #MadeWithBlocks pic.twitter.com/DBzLaSg5p1
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 🙂
— Powerhoof (@Powerhoof) August 9, 2019
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
Some footage showing enemies freezing when you unlock a door, then unfreezing when you go back in the room.
— Powerhoof (@Powerhoof) August 10, 2019
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
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 VXG
— Austin Widmyer (@AustinWidmyer) August 2, 2019
This 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
#VFXfriday
— Matias Mahler (@mahler_matias) August 2, 2019
Final piece of my entry to the @realtimevfx #StatusChallenge. I'm happy about the result.🙂
Artstation post>https://t.co/TCntOPx2Xx
Entry post>https://t.co/kULWZ08aco
Last time I post this FX I swer😂#VFX #RealtimeVFX #unity #gamedev #gameart #indiedev #Unity3D pic.twitter.com/hCgHYtgEZ9
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.
— Efflam Mercier 🔜 Lightbox Expo (@EfflamMercier) August 10, 2019
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
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
— The Way Of Wrath (@TheWayOfWrath) August 8, 2019
#screenshotsaturday #madewithunity #indiedev pic.twitter.com/3F8c7cRsse
Here's a fire effect made with a LineRenderer + shader. No particles involved, so it's quite fluid while in motion.
— Edward del Villar (@Ed_dV) January 3, 2017
I love LineRenderers. pic.twitter.com/FwI2kOWs0R
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
— juanantonioCGI (@CgiJuanantonio) August 10, 2019
Team@DaniPOCode @LewisAudio @irquinauta pic.twitter.com/S06ycLcSjx
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 mesh
— Shahriar Shahrabi (@IRCSS) August 12, 2019
Medium Pos: https://t.co/rwRmNu9oOC pic.twitter.com/WR4n2RVwkz
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 !
— Liam Lepinay (@LiamLepinay) August 10, 2019
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
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!
— Ciro Continisio 🔜 Gamescom (@CiroContns) August 11, 2019
Modelled in Blender, rendering all done in Unity 19.2 (with LWRP).#unity3d #b3d pic.twitter.com/iBNHICaeNS
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
— David Dessantis @artistderai (@Derai01) August 11, 2019
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
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 sketch
— Henry Ventura (@hvent90) August 12, 2019
mud made from substance designer
real time in Unity HDRP#gravitysketch #unity3d #substancedesigner pic.twitter.com/wzXb3Zjhfg
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
— Edward del Villar (@Ed_dV) August 12, 2019
(tonnes of other stuff there too for patrons!) pic.twitter.com/7m23lSAGUt
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!
— S i d (@siddy2497) August 12, 2019
.
.
.#unity3d #gamesdesign #madewithunity #visualeffects #design #animation #glow #developer #gamesdev #indiedev #vfx #code #unity #gamedesign pic.twitter.com/r5AOaJtISv
If you've missed my latest #unity clouds tutorial, now's the perfect time to catch up on all that #shadergraph goodness!
— Roman Papush (@RomanPapush) August 12, 2019
🔥 https://t.co/dFMqG48pkE
…#madewithunity #gamedev #indiedev pic.twitter.com/xOQ7RWACsj
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.
— Phi Dinh ✈️ GAMESCOM (@phi6) August 15, 2019
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
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!
— The Serpent Rogue (@TheSerpentRogue) August 13, 2019
Youtube: https://t.co/bULCOF6KGc#madewithunity #gamedev #indiegame #indiedev pic.twitter.com/iDClFSQ9kA
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?" 😆😈
— AntonioCappiello (@antonio_vfx) August 13, 2019
More details here: https://t.co/36Y4Owbsya#houdini #ue4Niagara #goProcedural #vfx #realtime #visualeffects pic.twitter.com/xr1j2RgUZE
Here's how I set up my procedural eye shader! #gamedev #madewithunity
— Joyce[MinionsArt] (@minionsart) August 13, 2019
Shader Code in first reply
More shaders & tips >> https://t.co/FqAsMb9Plg pic.twitter.com/oD36ocKPab
— 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!
— Makan Gilani (@Makan_Gilani) August 14, 2019
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
No render layers.
— Feline🔪Entity (@FelineEntity) August 14, 2019
No compositing.
And sadly no Eevee.#b3d pic.twitter.com/rNoQDOq4uS
💙🧡💚❤️#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!
— bpFarrell (@_bpFarrell) August 15, 2019
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
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/3oCaoVMjBd
— ✨Ronja✨ (@totallyRonja) August 15, 2019
You can support my tutorial making on patreon💖https://t.co/UCOycyxc96 #gamedev #unitytips pic.twitter.com/iHYHw2lvvp
DARQ is OUT NOW.
— Unfold Games (@UnfoldGames) August 15, 2019
Steam: https://t.co/Cnjyb5IWr7
GOG: https://t.co/fSrKQvvSVB#gamedev #indiedev #madewithunity #unity3d pic.twitter.com/fPTaRSdxaN
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/qd2m8sURgh
— David Dessantis @artistderai (@Derai01) August 16, 2019
I hope people find this inspiring! #VFXFriday #realtimeVFX #gamedev #UE4 #VFX pic.twitter.com/e4GcWXDvWm
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.
— Rafael Alexandre (@rafaelgroc) August 16, 2019
Link >> https://t.co/euNF9HWBgR#gamedev #unity3d #madewithunity #unity #indiedev #unitytips #shader pic.twitter.com/D2CLVEMjkw
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!!
— André Cardoso (@andre_mc) August 16, 2019
You can check out the full video here: https://t.co/QdUUqs3N27#madewithunity #unity3d #gamedev pic.twitter.com/vaxs15vD71
Just over a year since my last article on graphics programming. I guess it's about time to post another.
— Ben Golus (@bgolus) August 10, 2019
Sharper Mipmapping using Shader Based Supersamplinghttps://t.co/nC8pfomRpb
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