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 😀 ( MIGHT have to tune the enemy count deeper in the caves tho 😉 ) #gamedev #indiedev #pixelart #madewithunity pic.twitter.com/gOLoEdM1Sx
— Hannes Rahm (@kebabskal) August 19, 2019
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 soon🤫 pic.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, 2019
👇https://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 @ i ✨💖✨ my 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 🥳 #gamedev #indiedev #pixelart #libgdx pic.twitter.com/Dh0ISapIYE
— Alpha (@OkaeriStudio) August 18, 2019
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 can
🔷Unwrap 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 😘 have a wonderful day/night! #VFX #IndieGameDev #indie #realtimevfx #portfolio pic.twitter.com/n4IrAhqWBi
— Juane Gray (@JuaneGray) August 19, 2019
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/kfcO5nPGf3
⚡️⚡️⚡️⚡️⚡️⚡️⚡️⚡️⚡️⚡️⚡️ pic.twitter.com/l4dFCS4SiM
🌹Rose & Locket💀#gamedev #indiedev #IndieGameDev pic.twitter.com/zFRMsz2tTs
— Whistling Wizard (@WWGAMINGNZ) August 18, 2019
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
— Egor 🔥 Burning 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! 💇♀️ #indiedev #gamedev pic.twitter.com/E2VLTtF6B2
— WildArts (@wildartsdevs) August 19, 2019
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 💨 THIRSThttps://t.co/2ITNlutBlN pic.twitter.com/O2sA769yS3
— Badru (@sonofbadru) August 21, 2019
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, 2019
🕹️ His 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
— Aggro💢Crab🦀Games🔜PAX (@AggroCrabGames) August 21, 2019
👉 Fully customizable procedural Shader Graph road shader.
— Roman Papush 🔜 Unite CPH 2019 (@RomanPapush) August 21, 2019
Fellow creators, let me know if you have any interest in a tutorial ✨#unity #madewithunity #gamedev #indiedev pic.twitter.com/pugOJHQ19W
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 😉 pic.twitter.com/3eJJstL4A7
— Dani Marti (@DumeArts) August 22, 2019
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 Gayraud❕ (@AwkwardnautPlay) August 21, 2019
⚠️NO C#⚠️#indiedev #gamedev #madewithunity pic.twitter.com/Yr5kD1UXrq
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 🌊 using @unity3d 's ECS, Job System and Burst Compiler 🔥
— Leonardo Montes (@LeonardoMntes) December 12, 2018
📔 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
👹👹Hi everyone,
— Pierrick Picaut (@pierrick_picaut) August 23, 2019
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#secretelyinlovewithFin 👹👹 pic.twitter.com/Wb0rcOUT1O