Got another #GoldenSun psyenergy effect for this #VFXFriday! This week's effect is Plasma, my first Jupiter psyenergy. Fun fact: All of the lightning bolts are meshes procedurally generated in #houdini.#gamedev #vfx #particles #realtimevfx #ue4 #gameart pic.twitter.com/1Veqrwi9FL
— Antonio Gil (@AntonioGil_Jogo) August 16, 2019
Parallax bridge that connects the foreground with the background, It was so tricky to get this looking right! What do you think of the effect?
— Tiani Pixel (@TianiPixel) August 17, 2019
Also, help UNSIGHTED by wishlisting it on Steam:https://t.co/xAWZmKOc5B
<3
#unity #vacaroxa #pixelart #indie #gamedev #madewithunity pic.twitter.com/nlpeAXzkS5
Mockup for my archery thingie. Feels comfy to be back in hi-bit pixelart again. Can't wait to slice this up and try to get my level generator to use it. #pixelart #screenshotsaturday #indiedev #gamedev #madewithunity pic.twitter.com/9r4IcPANDl
— Hannes Rahm (@kebabskal) August 17, 2019
Some more acrobatic archery. It's starting to look a little like that mockup I made
— Hannes Rahm (@kebabskal) August 19, 2019( MIGHT have to tune the enemy count deeper in the caves tho
) #gamedev #indiedev #pixelart #madewithunity pic.twitter.com/gOLoEdM1Sx
Gimme that bow! #screenshotsaturday #gamedev
— Alexey 'cptnsigh' (@cptnsigh) August 17, 2019
I'm so busy that almost forgot how to tweet things, but I have some good news to announce soonpic.twitter.com/rzJxB974TL
The elevator to the ceiling of the world#gamedev #indiedev #screenshotsaturday pic.twitter.com/md8Lg0A4Fq
— Phi Dinh @ GAMESCOM (@phi6) August 17, 2019
All my tutorials/#UnityTips/shaders on how we achieved Recompile's unique visuals:-
— Phi Dinh @ GAMESCOM (@phi6) August 19, 2019https://t.co/AMEax1tkYD
Now updated with our blue noise dithered particle shader!#gamedev #madewithunity pic.twitter.com/1eJWpf5vxq
"what album is on this cd?" https://t.co/RRw2fkM6At pic.twitter.com/jYHsNseQg4
— rob fichman @ imy gf (@bobacupcake) August 17, 2019
the holy grail of toon shading: being able to change the shadow color without tinting the non-shadow color. I've achieved it on a per-instance basis in deferred. How? Cramming a value into the unused alpha channel of the 3rd gbuffer and 4th gbuffers to make a red/blue color pic.twitter.com/DH1Ca61MLK
— Manuela Malasaña (@ManuelaXibanya) August 18, 2019
I spent way too long on this shader but I'm suuuper pleased with the result. I'm using the technique I picked up for this https://t.co/JkTPBB8doI to radiate outward from a lightning texture based on the red channel, while scrolling with noise. it's so dang cool, ain't it? pic.twitter.com/8S5koFWRSh
— Manuela Malasaña (@ManuelaXibanya) August 20, 2019
Look at this idiot. First foray into procedural physics animation going well. #screenshotsaturday #gamedev #indiede pic.twitter.com/FZKF4cU4b5
— Klemen (@klemen_lozar) August 17, 2019
Tonight, I have been adding some sounds to the game, also, I made the FOV for ranged attacks less restrictive, now you can shoot through heroes as well, next, I'll do the loot and inventory system
— Alpha (@OkaeriStudio) August 18, 2019#gamedev #indiedev #pixelart #libgdx pic.twitter.com/Dh0ISapIYE
I combined the moveable post process technique I was fooling around with and the procedural environment to create a simple spawn effect for new area tiles to look like they're materializing. #UE4 #screenshotsaturday #gamedev pic.twitter.com/bhVUdGEntv
— Chris Murphy (@HighlySpammable) August 18, 2019
Eat fist!#gamedev #indiedev #pixelart #screenshotsaturday pic.twitter.com/SvOj95hvPV
— Yong (@yongjustyong) August 17, 2019
MeshEdit 0.4 is out now!
— Jamie Rollo (@Khoklavixche) August 17, 2019
Now you canUnwrap and edit UV maps with a full UV Editor!
Apply multiple materials to the same model!
Finely control normals with sharp edges!
Export UVs as .pngs!
And more, entirely inside Unity!Grab it now on @itchiohttps://t.co/Zw5oyfwm92 pic.twitter.com/2SSQBpJou8
Spider-verse-like #shader material breakout ( https://t.co/WGxq5i93Ci ) to celebrate dynamic shadows in #glslViewer pic.twitter.com/q2mytdvCqo
— PatricioGonzalezVivo (@patriciogv) August 18, 2019
This guy did not want to be disturbed when jamming out pic.twitter.com/bhrO21cOCo
— wilhelm nylund (@wilnyl) August 18, 2019
A unity stylized nuclear explosion https://t.co/9kQ3FsO4Bs #gameart #realtimevfx #VFX #unity3d #gamedev #techart #Houdini #Unity #madewithunity pic.twitter.com/8k3ha0iVur
— Len (@aboutvfx) August 15, 2019
The suspension is customizable with our custom wheel collider. Here’s an example of soft suspension with a stronger rebound. #madewithunity #screenshotsaturday #gamedev #indiegamedev #indiegame pic.twitter.com/eANrzilYd2
— Studio Tatsu (@StudioTatsu) August 17, 2019
To celebrate the imminent release of #wowclassic, we realized the priest's shadow form in @unity3d. In this video we create the #shader, in part2 we'll create the evil aura.
— ToughNutToCrack (@tntcproject) August 17, 2019
Full #youtube video (ITA voice, ENG subtitles)https://t.co/au9GRoi5Zp#madewithunity #unity3d #gamedev pic.twitter.com/exvbKl3bLL
139 – Daily Shader Sketch.
— William Stallwood (@willstall) August 17, 2019
Throw’n down a little slime today#realtime #glsl #creativecoding #shader #gamedev #madeinphilly #geometric #generativeart pic.twitter.com/D3KIKmZ0pV
For no other reason other than practice, Full breakdown with textures, shaders and links to helpful info in comments
— Juane Gray (@JuaneGray) August 19, 2019have a wonderful day/night! #VFX #IndieGameDev #indie #realtimevfx #portfolio pic.twitter.com/n4IrAhqWBi
Some tests while trying to recreate Teen Titan's Raven power on Unity
— Matias Mansilla (@MatiM36) August 17, 2019
I've made it thanks to @totallyRonja tutorials about Outlines, if you haven't, check it out!https://t.co/X6toTTrZMp#madewithunity #shaders #raven #teentitans #VFXFriday #butonedaylater pic.twitter.com/LufaBPPzNK
I've composed today a soundtrack for my train adventure.
— Norrimo ☞Gamescom☜ (@NORRIMO) August 18, 2019
I'm not sure if I'm taking it at the end but I think it goes in the right direction —> MYSTERIOUS!!!#gamedev #indiedev #game #soundtrack #music #lowpoly pic.twitter.com/OXGblSAPG5
I uploaded my GPU-based Bent Normal + Ambient Occlusion baker for Unity under the MIT license. It is a tiny window which can bake maps for selected objects:https://t.co/HuqHWeA1Xq#gamedev #madewithunity pic.twitter.com/kq6WKrY419
— Felix Westin (@FewesW) August 19, 2019
— Moshe Linke (@moshelinke) August 18, 2019
"Neo-Brutalism of Tomorrow" is now out!!
It took me a while to finish this. I hope you all like it. Take it as a little gift… for the time waiting for #NeonEntropy
Enjoy your sunday. https://t.co/kfcO5nPGf3pic.twitter.com/l4dFCS4SiM
— Whistling Wizard (@WWGAMINGNZ) August 18, 2019
Rose & Locket
#gamedev #indiedev #IndieGameDev pic.twitter.com/zFRMsz2tTs
Here are the nodes in Amplify Shader Editor. Remove the multiply at the end if you don't want to zoom compensate for depth (so more like traditional screenspace).
— Edward del Villar (@Ed_dV) October 2, 2018
Also let me know if this is horribly inefficient and there is a better way to hook this up! pic.twitter.com/vhnFL0DFNu
What a nice generated room pic.twitter.com/0PSfBQ0VXj
— EgorBurning Knight
(@egordorichev) August 19, 2019
Exploration is a big part of #LoafTheGame and the ruins of the first area needed a lot more love. Adding overgrown vegetation is super fast with #blender28's hair system!
— WildArts (@wildartsdevs) August 19, 2019#indiedev #gamedev pic.twitter.com/E2VLTtF6B2
You better pray for cover cause this turret isn't messing around!#screenshotsaturday #gamedev #indiegame pic.twitter.com/RgsOFTOZiY
— Grand Guilds @Gamescom (@GrandGuilds) August 17, 2019
After a couple years of internal development, I've released Samplin' Safari: a research tool to visualize and interactively inspect high-dimensional (quasi) Monte Carlo samplers. https://t.co/LSKedXN7yJ
— Wojciech Jarosz (@wkjarosz) August 18, 2019
Spent time improving a lot; Flight control, camera follow-> Thanks to Yosha, targeting system, effects ,puzzel mechanics, so next there is boss gameplay and level design. #Battlesage #indiedev #gamedev #gameart #UE4 #UnrealEngine #indiegames #anime #stylized #effects #particle pic.twitter.com/D92u36NgQM
— Houari Abdelkarim (@howareyi) August 20, 2019
surprise at the end #gamedev #indiegame pic.twitter.com/VknlBJVtVj
— fkkcloud (@Fkkcloud) August 20, 2019
The long wait is almost over. Just one more month until we can invite you into the world of The Sojourn.
— The Sojourn (@The_Sojourn) August 20, 2019
You can find pre-order information and more on https://t.co/likYXJ73BO pic.twitter.com/MMcSHXJgxJ
You can set your own "Platform Custom #defines" to quickly add or remove features from your game's build.
— Febucci (@febucci) June 4, 2019
>More tips here: https://t.co/XBVspMoiUn#gamedev #indiedev #unitytips #unity3d pic.twitter.com/h4uBwa2aK8
A little prototype I made to learn the interactivity between unity and a simple database to save small information and make a little multiplayer game. Realised that was harder than I thought… :(. Will try to finish it, maybe… some day. #gamedev #madewithunity pic.twitter.com/kIM3sIOrAN
— JuanchoAbad (@Abad_Juancho) August 20, 2019
Bouncy bun is happy that it can finally move around :3#indiedev #pixelart #gamedev pic.twitter.com/PVQrJZ4zbM
— Anil Demir (@nettleflap) August 20, 2019
Upgrade of my corrupted crystal ! It's fun to play with the clip() function in the fragment shader !#unity3d #indiedev #IndieGameDev #VFX #shaders pic.twitter.com/vjvkmpXXZ7
— Liam Lepinay (@LiamLepinay) August 20, 2019
Just taking care of this foolish sucka' fool
— Winston Powell (@acornbringer) August 20, 2019
High quality link:https://t.co/75Y5kc7bZr#unity3d #lowpoly #indiegamedev pic.twitter.com/TR7PdWncRT
BATTLEMAGE
— Badru (@sonofbadru) August 21, 2019THIRSThttps://t.co/2ITNlutBlN pic.twitter.com/O2sA769yS3
Water shader for a freelance job.
— Eris snail (@Erisdraw3D) August 20, 2019
slope based velocity, distance field distortion and foam.#job #art #ue #shader #unreal pic.twitter.com/8NbMkOM3cC
In #DECALmachine 1.8+ you can easily select an object's decals by double clicking it.
— MACHINƎ (@machin3io) August 20, 2019
In 1.9 you'll be able to just as easily select decals or the same kind as the selected one – per decal parent or across all visible objects. Simple, but very effective and convenient. #b3d pic.twitter.com/GZdaryoJNg
My first hardware + software project! Coded and designed to sit on my desk and remind me to enjoy the journey, regardless of the goal.
— Jason Stirman (@stirman) August 19, 2019
Built with #Processing, on a #RaspberryPi. Inspired by @shiffman and @thecodingtrain's video tutorial on perlin noise. pic.twitter.com/lKaYW9g6vM
Heeeeeya friends! Lets go over some COOL new stuff in Unity Hub, seeing as 2.1 is out now. ITS A SUPER BIG IMPORTANT UPDATE!?!? why? JUST LOOK AT THIS! YOU CAN REMOVE PROJECTS! So yeah – UPDATE #UnityTips pic.twitter.com/MrIaWsKktF
— Lotte 'just an idiot' May(@LotteMakesStuff) August 17, 2019
Playing with motion blur and strange procedural cities
— Domenicobrz (@Domenico_brz) August 15, 2019
src: https://t.co/1lYvGUOdEN
(libs/scenes/procedural-city.js)#threejs #javascript #3d #generative #shader #glsl #webgl #generativeart pic.twitter.com/jHEi2JzfgR
A while back I made a #synthwave raymarching #shader on @Shadertoy hoping that one day I'd have some time to make something better from it. Just realized that @_spolsh based his really cool game on it, sick
— Morgan Villedieu Rota (@VilledieuMorgan) August 21, 2019His https://t.co/YqkUEoOnqN
Mine https://t.co/CqGsRwQ8fE#glsl pic.twitter.com/DOJmfrnx7D
Basic marching cubes on my funky grid. Next up is turning this into mixed initiative WFC. pic.twitter.com/4uyBZLQbDG
— Oskar Stålberg (@OskSta) August 20, 2019
https://t.co/Morl3KFBYW
— Philipp Seifried (@PhilippSeifried) August 2, 2019
Our multiplayer future sports game @playsteelcircus hits early access next Thursday. I'm going to tweet about a few of our VFX and rendering tricks over the next days, starting with one of the most prominent assets in the game, the arena floor. (Thread)
Smoke effect. A full billowy base tied together by a crisp outline seamlessly transitioned to a blurry fade. The effect is probably a bit much for my current purposes, but I think it solves some interesting problems so I wanted to share it pic.twitter.com/OpkIypvH1f
— Oskar Stålberg (@OskSta) July 6, 2018
Stylized forest piece I painted and later animated.
— BettyJiang (@BettyDesuJiang) August 19, 2019
If I had a job where I get to render trees and rocks forever, I will be a happy clam.pic.twitter.com/lkbdYihme8
Wooo! Looks great! Working on a water shader too. What's your logic of masking the foam? Just a heightmap? pic.twitter.com/xGen2OFhIe
— Stanislav Maramygin (@Red_SIM) August 21, 2019
Test render of a little zombie guy I'm doodling to get my #substancepainter knowledge up. Still needs eyes and the nails are placeholder. #Blender3D #zbrush pic.twitter.com/HRhMgWPcuR
— Paul Large (@Paul_Large) August 21, 2019
I've made a little shader that generates nice textile patterns.
— Hazel Quantock (@TekF) August 20, 2019
Source code & live version: https://t.co/m1Z9YktLSg#shader #webgl #generativeart pic.twitter.com/brHKzdcIMf
Made a low precision/dither post process to simulate PS1 graphics
— Thomaz Nardelli (@zazamorga) August 21, 2019
Same technique presented at INSIDE's GDC talk but extended to arbitrary color depths, I'm basically adding/subtracting "0.5 bits", then posterizing to my desired depth#madewithunity #shaders #gamedev pic.twitter.com/zTQHjtNqab
needed a creative solution for camera clipping pic.twitter.com/1gOvgJqP6e
— AggroCrab
Games
PAX (@AggroCrabGames) August 21, 2019
— Roman Papush
Fully customizable procedural Shader Graph road shader.
Fellow creators, let me know if you have any interest in a tutorial#unity #madewithunity #gamedev #indiedev pic.twitter.com/pugOJHQ19W
Unite CPH 2019 (@RomanPapush) August 21, 2019
Don't ya just want to squeeze em? #wip #stopmotion #gamedev #indiedev #madewithunity #unity3d pic.twitter.com/yTDvEpToLE
— Eric Urban (@Lub_Blub) August 21, 2019
Creating UI motion graphics inside Blender 2.8 Eevee #b3d #blender #eevee pic.twitter.com/KaFOjSnfHp
— siraniks (@siraniks) August 21, 2019
Hi @Adamjcmyhill! I have been using #Cinemachine for a while and I love it! I'm now working with State-Driven Cameras and I was wondering if there is any workaround to blend cameras with animations in different layers. Thanks so much
— Dani Marti (@DumeArts) August 22, 2019pic.twitter.com/3eJJstL4A7
It took a bit more time than expected, and ended up on the longer side, but the Bonehead procedural animation tutorial is out!
— WeaverDev (@Weaver_Dev) August 22, 2019
— https://t.co/K9QiKysV8S — pic.twitter.com/PDPA0ged95
Proper use of a rusty pipeline. pic.twitter.com/DP02L1o85p
— Dennis Gustafsson (@tuxedolabs) August 21, 2019
The 0 to 1 t value in Béziér curves have a hidden quirk – it's actually not the same as percentage of distance from start to end
— Freya Holmér (@FreyaHolmer) August 21, 2019
A naive implementation gets you stretched UVs in procedural meshes. One way to fix that, is with delta compensation~#unity3d #UnityTips pic.twitter.com/tkcNLG7feC
1 quad, 1 shader 1 texture (see in the thread)
— Thibaud GayraudNO C#
#indiedev #gamedev #madewithunity pic.twitter.com/Yr5kD1UXrq
(@AwkwardnautPlay) August 21, 2019
Ever wanted to make a bunch of floaty blobby bombs and when they explode have them make floaty blobby bomb babies and when they explode…? Me too.#unity3d #madewithunity #gamedesign #gameplay #vfx #visualeffects #indiedev #gamedevelopment #indiegame #gamedev #indiegamedev pic.twitter.com/7MPimeNTOa
— Alleyway Games (@AlleywayGames) August 21, 2019
Scenarios #unity3d Tower Defense #gamedev #tutorial: https://t.co/r5wj0GIWmP
— Jasper Flick (@catlikecoding) August 22, 2019
ALSO, now that the game is finally out i can post these SWEET crystal gifs @mcgillchris and I got to work on, he did the sculpts + fine-tuning and I build out the master crystal shader! #ue4 #indiedev #gamedev pic.twitter.com/1c4wXmONnV
— Hailey Williams (@hwilliams_3D) August 20, 2019
Kat can finally swim, but isn't very happy in the water
— Joyce[MinionsArt] (@minionsart) August 22, 2019![]()
Still need to add a bit of a splash but now I can use my water shaders#gamedev #madewithunity pic.twitter.com/aVuvlUI0su
For #VFXFriday I'm really liking my waterfall portal ! Watched these RIME videos and thought I would try it out myself ! The portal & clouds in the water is a simple quad with a camera panning texture, no geometry added ! #madewithunity #gamedev #shaders #realtimeVFX pic.twitter.com/6eQGzEjgSD
— Nibilli (@nibillii) August 23, 2019
I implemented a fluid simulation
— Leonardo Montes (@LeonardoMntes) December 12, 2018using @unity3d 's ECS, Job System and Burst Compiler
Here's my story: https://t.co/mBlDJcGx6v #indiedev #gamedev #unity3d #unitytips pic.twitter.com/pEkLmB0i6J
I've released my little Asset Dependency Graph for @unity3d on GitHub! #madewithunity #unity3d #gamedevelopment https://t.co/4yaZ9XSM7a pic.twitter.com/pHbfnnlvhd
— Harry Rose(@PeanutBuffer) August 23, 2019
added a "spawn random obstacle course" button for character controller testing #indiedev #madeWithUnity pic.twitter.com/dJ6gKa09OM
— Tim Dawson (@ironicaccount) August 23, 2019
Blender2.8のCycles Render連番書き出しテストと操作画面キャプチャ。 pic.twitter.com/mDBvuaNVLX
— Hirokazu Yokohara (@Yokohara_h) August 22, 2019
— Pierrick Picaut (@pierrick_picaut) August 23, 2019
Hi everyone,
I've just released a complete making of the shot on youtube : https://t.co/hPIloj5X9C
I've atttached a version without camera mvt and some viewport renders with different angles so that it's easier to read. #b3d #anilmation #Eevee#secretelyinlovewithFinpic.twitter.com/Wb0rcOUT1O