Technically Art Technically Art: Issue 33 (06.09.2019) By Harry Alisavakis on Friday, September 6, 2019 For this #VFXFriday , a WIP of some things i'm working on for a project. Including Outlines, Special shading and denaturation based on light levelsHigh res: https://t.co/WQPlaxJ785models are from Unity's Viking asset#madewithunity #VFX #realtimeVFX #gamedev #indiedev pic.twitter.com/Q3vTOMGTcP— TEDD IO (@TEDD_IO) August 30, 2019 now with textures and rotating triangles!#madewithunity #shaders #gamedev #vfx pic.twitter.com/BkuVTcEZah— Thomaz Nardelli (@zazamorga) August 30, 2019 Looks like it's water season again, so here is mineUsing light absorption, voronoi caustics and refractions#madewithunity #shaders #gamedev #indiedev pic.twitter.com/kumIamtYfC— Thomaz Nardelli (@zazamorga) September 2, 2019 The surface is using a transparent, full metallic surface shader, the color is all in the post process, as using the plane with some blend resulted in a really plastic look3/3 pic.twitter.com/EvKkxsA1tO— Thomaz Nardelli (@zazamorga) September 5, 2019 Got my second work for #VFXFriday this week#RealtimeVFX #madewithunity pic.twitter.com/1chsdnuKV4— Ba-La (@leronube) August 31, 2019 Some more FX that ill be teaching in the Realtime FX class! this is using @sidefx #Houdini for RBD destruction and @UnrealEngine for everything else! #VFX #gamedev #UnrealEngine #realtimevfx #fx #pewpew #VFXFriday pic.twitter.com/dJnUw81cQQ— Urban Bradesko (@UBradesko) August 30, 2019 Raytraced volumetric light cones, yes please. The math hurts my head, but it's so much better than approximating it with a mesh. Next step, raymarching for distance/radial falloff. pic.twitter.com/k05gaCiEvI— Zach Tsiakalis-Brown (@MrZulubo) August 31, 2019 Everyone is playing with water #shader. So I decided to give it ago too ๐ made with @unity3d mesh from @Azadux pic.twitter.com/ykmMkMdaYd— Shahriar Shahrabi (@IRCSS) September 1, 2019 Added caustics to the @madewithunity water #shader. Mesh from @Azadux I am quite sure I am overdoing that RGB split. hahaha but who cares. pic.twitter.com/m8J6ZKiXvn— Shahriar Shahrabi (@IRCSS) September 1, 2019 Puffin spotting on Cannon Beach – Animated Short FilmExplorable 3D Scene : https://t.co/rztNauhq9WComplete video : https://t.co/mmKDxkMn2WBased on a Zoe Persicoโs illustration : https://t.co/xXSBziivlM pic.twitter.com/3m3w8UtDmg— Zale (@zalefairytale) August 29, 2019 This week was really hot ! I made a spinning nova for #vfxfriday ! Really happy with how it turned out ๐ #madewithunity #gamedev #shaders #realtimeVFX pic.twitter.com/YYdLERzsbd— Nibilli (@nibillii) August 30, 2019 Getting my wire building tool ready for the Unity asset store! Overhauled a lot of the UX and design structure because things seemed convoluted. But happy with how it's all panning out! #gamedev #unity3d #assetstore pic.twitter.com/JX3VrON5rr— Staggart Creations ๐ฟ (@_staggart_) September 1, 2019 Here is a preview of the Color Manager tool. Adjusting the colors in the scene should be an intuitive process.#IL3DN #madewithunity #screenshotsaturday pic.twitter.com/gqRXQV5sva— Dragos Matkovski (@matkovskid) August 31, 2019 So here's a cool extension of interior mapping: If you use Pixel Depth Offset you can put objects inside of projected spaces that don't really exist. #UE4 #gamedev pic.twitter.com/ej8QuA0d5z— Chris Murphy (@HighlySpammable) September 1, 2019 WRECKLESS#MaxAttack #screenshotsaturday #gamedev #indiedev pic.twitter.com/96b7CImAw4— Ryan Kamins (@lowpoly) August 31, 2019 A new project on awesome @ephtracy 's #magicavoxel . Maybe the first chapter of a space serie ! #voxelart #voxels #voxel #digitalart #cgiart #3dart Additional views : https://t.co/8hdmF2co4X pic.twitter.com/cFsVrm66mN— BoUBoU (@0_BoUBoU_0) August 31, 2019 Made a weird sci-fi filtration room in #MagicaVoxel pretty proud of it tbh, that being said I do need critique! so uh, do that pic.twitter.com/rHTK0nFaQy— Jesse Kotas ๐Howl 2019 (@JesseKotas) August 28, 2019 Caustics Part 2/2โจHere's another look at it, moving objects through the water. Works on everything, that's writing to the depth buffer!I'm gonna explain a bit more how this works in the comments~#screenshotsaturday #unity3d #madewithunity #gamedev #indiedev #shader pic.twitter.com/dTo602BpCo— FLOG (@kolyaTQ) August 31, 2019 Image Quality #unity3d SRP #gamedev #tutorial: https://t.co/wm6fIKzYTn— Jasper Flick (@catlikecoding) August 31, 2019 Micro cut-scene from mobile Idle RPG Clicker. Gorilla is released from prison.#Unity #MadeWithUnity #Shader #VFX #RealtimeVFX #Gamedev #Game #indiedev pic.twitter.com/MKFuIUWxc6— Garrexus (@Garrexus) September 1, 2019 1/4 Done for now, too sick to continue๐ค Tried a lot of different things (dithering, GPU particles,…) but I'm happy with the look I have, and learned a lot ! mini THREAD explaining the process โ ๏ธ: I know this definitely not how they did it on SKY but I just wanted to have fun pic.twitter.com/KgkqJ77ryM— Strook๐ป (@aStrkl) September 1, 2019 I did a quick breakdown of the shader as asked by some people, I hope it helps…sorry for typos, I did this quicklyhttps://t.co/hLaOXw3dmtand now i can close this project forever ๐(thanks everyone for the nice comments)#madewithunity #vfx @polycount pic.twitter.com/g14vqCERq9— Strook๐ป (@aStrkl) September 1, 2019 Got some very basic lighting in there. Since this ain't proper voxels I had to do a new take on my usual voxel based AO approach pic.twitter.com/4RcOoZJZxg— Oskar Stรฅlberg (@OskSta) September 1, 2019 mine, and i cannot stress this enough, craft #minecraft pic.twitter.com/Gk2jm3LfhH— rob fichman @ i โจ๐โจ my gf (@bobacupcake) August 31, 2019 Reflection for isometric world ๐#ChronoSword #gamedev #indiedev #pixelart #madewithunity pic.twitter.com/sGKmdY1BP5— SpaceDuck (@DavidSpaceDuck) September 1, 2019 ใใคใใฎCGใญใฃใฉใซ็ก็ใใใใใถใฃๅบใใฆใฌใณใใชใณใฐใในใใไปๅพใฎไปไบใง็็ฉ็ณปใใใใฎใงArnold Rendererใกใคใณใงไฝฟใใใจๆใฃใฆๅๅผทไธญใarnoldใใชใไน ใใถใใง่ฆๅดใใใใ#C4D #arnoldrender pic.twitter.com/vRlEdC4ATD— Hirokazu Yokohara (@Yokohara_h) September 1, 2019 And there we go, a new flight system and camera system, that's pretty close to a certain classic space game, much more than it was before. You can switch back to the other system if you like at any time though. #underspace #gamedev pic.twitter.com/MZdhuWetRm— Trainwiz (@trainwiz) September 1, 2019 The famed electric Mexican wave #screenshotsaturday #unity3d #gamedev #indiedev pic.twitter.com/GZ4lkv1T2q— Klemen (@klemen_lozar) September 1, 2019 Quick @OculusMedium sketch, rendered in @Substance3D and some photoshop. Getting some #hopper vibes ๐ pic.twitter.com/2sdh3bOmUX— Durk (@DurkatWork) September 1, 2019 First attempt to embed vector fields into Physarum visualization#madewithunity #unity3d #creativecoding #generative #generativeart pic.twitter.com/AmSksVOuvp— Deniz (@ojelibalon) September 1, 2019 Made a day-night cycle post-processing effect. Customized the #Unity editor for the effect to edit the gradient for the tint color. Code is open-source on Github: https://t.co/fHZwGZhF74 #unitytips #shader pic.twitter.com/Pv7I3SIX2Y— Linden Reid (@so_good_lin) September 1, 2019 A sneak peek of my upcoming #gamedev tutorial on the tangent trigonometric function. This is a unit circle with a tangential line, and the length of the line segment highlighted in blue is equal to the absolute value of "tangent of theta". #math #programming #madewithunity pic.twitter.com/uTa3yl9N7a— Ming-Lun โAllenโ Chou (@TheAllenChou) September 2, 2019 One more sneak peek of my next #gamedev tutorial on basic trigonometry. This example demonstrates projectile simulation & trajectory prediction/visualization. Full source will be avaialble on https://t.co/holikKNnrZ #programming #math #madewithunity pic.twitter.com/g3ZLferqZz— Ming-Lun โAllenโ Chou (@TheAllenChou) September 6, 2019 Hey I heard people are doing water shaders so here's my ocean shader in #ue4 pic.twitter.com/kMdala9SmR— Christian Sparks (@hippowombat) September 2, 2019 I absolutely didnโt watch Blade Runner 2049 for the sixth time last night. #conceptart pic.twitter.com/tslYjSUste— Karl Poyzer (@Karl_poyzer) August 31, 2019 Didn't have much time to work on this this week but hey, CURVES! #indiedev #gamedev #screenshotsaturday pic.twitter.com/7ABgjoivwp— Clรฉment (@clementdussol) August 31, 2019 Say hello to map 2.0 cough cough…@ThomasMoonKang suggested I should go for an old school, elevator dial design and I agree, this is looking way cooler than before. ๐#Revita | #GameMaker | #pixelart pic.twitter.com/lU0n0MugmX— BenStar (@BenstarDEV) August 26, 2019 I am planning a walk-through on the sculpt of Tifa that I posed on the channel for the next video, which parts of the time-lapse would you be most interested on?Time-lapse of Tifa if you haven't watched it yet: https://t.co/oBsbhXkg7x#FFXIV #FinalFantasy #b3d #blender3d pic.twitter.com/WktfVNfWrM— YanSculpts (@YanSculpts) September 2, 2019 We are trying different types of ammunition in #TrashSailors and bombs are our favourite :)!(better quality: https://t.co/l50sanJXYi)#gamedev #indiegame #madewithunity #NintendoSwitch pic.twitter.com/KcCrzlr25Y— weronika (@veronicgrk) September 2, 2019 Playing with a glass shader with depth scattering. The technique would translate well to AR using the camera texture and ARKit/ARCore's estimated lighting… #webgl pic.twitter.com/1VLXQpKyyE— Michael Anthony (@michaeltheory) September 2, 2019 UNS Gettysburghttps://t.co/yltr9Niqo7 pic.twitter.com/Z8U3yqU6Ak— Ben Nicholas (@BelgianBoolean) September 2, 2019 My new invisibility effect tutorialYT link : https://t.co/xj3XCdw03f#unreal #ue4 #VFX pic.twitter.com/UfPtjR009t— unrealCG (@unrealcg) September 2, 2019 The wet looks seems to be a thing again with all the people creating #water #shaders right now. My colleague @Smou_ and I put a lot of work into ours for #Desperados3. Check this, @HarryAlisavakis @kolyaTQ @zazamorga @hippowombat!#gamedev #madewithunity #indiedev #vfx #unity3d pic.twitter.com/CuX8FA3eLK— Simon Kratz (@Klonkimon) September 2, 2019 Made subtile rainbows today ๐ Production value i guess? =) #VFXFriday #Desperados3 pic.twitter.com/iPd15UNbAK— Florian Smolka (@Smou_) August 30, 2019 At Phigames we're deadly serious about damage VFX.Inspired by @wilnyl's recent amazing work, we've now added dismemberment tech to Recompile.Go forth and mame those bots…#gamedev #madewithunity #indiedev pic.twitter.com/k3Ww7Yib6m— Phi Dinh (@phi6) September 2, 2019 For the past year, I've been working with composer @arbyevans to create a new type of dynamic music engine for Recompile. Not only is it adaptive, it also tracks player history to make decisions on what music to play next.Here's a tease of our prototype:#madewithunity #gamedev pic.twitter.com/TRVxY2KRXd— Phi Dinh (@phi6) September 4, 2019 Iโve always wanted practical fluid simulation for real-time VFX. Inspired by a job interview I spent a week writing this prototype. Itโs a hybrid 2.5D simulator with 2D volumetric lighting. Performance is good so far (1-2ms or so on laptop) someday Iโll take it to next-gen! pic.twitter.com/tx0S74ynQt— matthew radford (@mradfo21) September 2, 2019 p h y s i c p l a n t pic.twitter.com/qUSUkOVBV7— Zach Tsiakalis-Brown (@MrZulubo) September 2, 2019 Another #beeple #coverart inspired #shadertoy!๐https://t.co/pWnedCf3WF This one does actual #rayleigh #scattering plus #raycasting and #raymarching ! Eager for feedback. #WebGL #GLSL #shader #shaders pic.twitter.com/8SpX2FFE3Y— TooMuchVoltage Software (@TooMuchVoltage) September 3, 2019 Shaders for People Who Don't Know How To Shader Part 16 is now live! https://t.co/TmUaXG0M0u— Manuela Malasaรฑa (@ManuelaXibanya) September 3, 2019 As we enter the last 2 days of our Kickstarter campaign, we wanted to sneak in another cross-over.https://t.co/b5JGJ69dHLWe've added "Johann's Blade" from #SpleenTheGame to our demo. Be sure to check out the gorgeous 2D ARPG title from our ๐จ๐ฆ friends over at @PamplemousseDev! pic.twitter.com/MxQRKYJcQm— Dreamscaper | Kickstarter Ends Today! (@DreamscaperGame) September 3, 2019 ไปๅคฉ็่ฟๅบฆ๏ผๅฎๅไบๅไธคๆฎตๆปๅปๅจไฝ๏ผๅนถๅฏผๅ ฅunity๏ผๅขๅ ไบไธไบ่ง่ง่กจ็ฐ๏ผๆชๅฎๆ….. pic.twitter.com/6NvgAFKpfD— ไฝ ๆฏไธๆฏ้ฃ (@EnochLee_art) September 3, 2019 Spaaaace โจ๐โจ#b3d #b280 #eevee #realtime #scifi #vfx pic.twitter.com/3wIfuaBLG1— Curtis Holt (@curtisjamesholt) September 3, 2019 trying some layered sedimentary rocks#substancedesigner pic.twitter.com/1ah0nRgZhf— Makkon (@BenjaminHale7) September 3, 2019 May I present:The first playable circumcision in videogame history. ๐#gamedev | #madewithunity pic.twitter.com/SO0JVPdncb— Michael aka Juicefoozle (@Juicefoozle) September 3, 2019 i have made my potion Shader tutorial free for everyone on Patreon!!Feel free to check it out! https://t.co/iXTwG9gxZm#vfx #madewithunity #unity3d #indiedev #gamedev pic.twitter.com/V8Qo3tbFWd— S i d (@siddy2497) September 3, 2019 Seems we're showing off water this week. This is for #thefalconeer , no textures used. Just the gerstner , some planar reflection , depth blended edge noise and some funky stylized lighting .#madewith #gamedev #unitytips pic.twitter.com/5dNj2ljSOS— Tomas Sala (@FalconeerDev) September 3, 2019 A little more art for the adventure game ๐ we're rushing to get things done before pax aus in 5 weeks, so no time to detail the train and do all the secondary animation details… yet! pic.twitter.com/tyeNaX7O47— Powerhoof (@Powerhoof) September 4, 2019 I haven't posted in a while. This is because I started a tiny side-project/prototype and wasn't ready to show it yet.Well, here it is! It's an idea I've had in my mind for some time: a mix of Tetris and roguelike/lite dungeon exploration.#gamedev #lowpoly #madewithunity pic.twitter.com/Q5ZhPRoF8Q— SquareAnon (@SquareAnon) September 3, 2019 Inspired by Sea of Thieves and Sky, I've been playing with opaque polygonal clouds – sphere meshes that have their normals softened and distorted via command buffer. Still lots to work out, but progress is being made! No animation yet, just aiming for a fluffy render first. pic.twitter.com/WVyk7X5p5b— Edward del Villar (@Ed_dV) September 4, 2019 Really pleased w/ how this water is shaping up ๐ Waves, flow distortion, & a better sense of scale๐๐๐๏ธ๐๐#gameart #gamedev @InnerSpaceGame pic.twitter.com/yhhbxewHlH— Steve Z (@ZappForThat) August 11, 2017 OH BOI HE ZOOMIN ๐โ๏ธAs promised I got Cloud into Unity for some quick movement prototyping! Just look at that hair bounce ๐คฉ Feels pretty fun so far — double jumping + a simple sword combo are next on the agenda!#finalfantasy #gamedev #madewithunity #lowpoly #pixelart pic.twitter.com/x9YNNsriNf— Sully (@artofsully) September 3, 2019 Our new Blink Dash in #ProjectAETHER allows you to quickly teleport in any direction! It's great for getting around the more difficult enemies and escaping dangerous situations in a flash#gamedev #indiedev #indiegame #games #gaming #unity3d #madewithunity pic.twitter.com/M4xhwWZMwV— Sleepy Spider Studios (@SpiderSleeps) September 3, 2019 ๐ธ๐ถ๐๐๐น ๐ท๐พ๐๐น ๐น๐๐'๐ ๐ป๐๐๐ธ๐ถ๐๐๐ฝ๐ ๐พ๐ ๐ถ ๐๐พ๐๐๐๐พ๐๐ ๐๐พ๐๐ ๐ถ ๐๐๐๐น ๐ธ๐ถ๐๐ถ๐๐๐ธ๐๐๐ ๐๐ฝ๐๐ ๐ธ๐ถ๐๐๐๐น๐ฆout now itch๐ฆhttps://t.co/ktWyPctWfx#madewithunity #gamedev #indiedev pic.twitter.com/YjZ63GVetB— Tyler Swietanski (@justadog_ski) September 3, 2019 This is the gooey explosion I worked on on stream today, but with a couple of hours of extra work. ๐ฅ pic.twitter.com/ooc65tUEul— Jonathan Hau-Yoon (@elyaradine) September 3, 2019 Been a while since I posted any work! Quick & easy cliff shader treatment I put together for our uni project ๐ Textured entirely through shader (with noise textures), also making good progress on my custom toon shader ๐ #gamedev #MadeWithUnity #MadeWithAmplify pic.twitter.com/N2nNFuYFk2— Mickey Krekelberg๐๐๐ (@mickkrek) September 4, 2019 #Houdini blog #25In this blog post I show how you can make and use a multiparameter block.https://t.co/PfAa9LYMfH#procedural #procgen #3dart #gamedev #ArtStationHQ pic.twitter.com/m0rYPWmAHc— Simon (@Simon_Houdini) September 4, 2019 pic.twitter.com/JwUUA7pses— Rโฒ (@tema_ra) September 4, 2019 A lot of you probably know this stuff! But if you don't, it could be useful! Lazy tutorials #10! #b3d #modeling #tutorial pic.twitter.com/rDp2dj8LwA— Ian Hubert (@Mrdodobird) September 5, 2019 Man, 27, engulfed by own shader. pic.twitter.com/yWb3TgMRIC— Richard Tongeman (@animtree) September 4, 2019 The final result of the Zelda-inspired toon shader in Unity, using assets created by our Content team. Quite happy with the result! ๐I'll detail the process of how to create this at #UniteCopenhagen:"Learn how to do stylised shading with Shader Graph"https://t.co/gPMXz9z8NX pic.twitter.com/bmAOARFXRn— Ciro โ Unite Cph โ ๐ฉ๐ฐ (@CiroContns) September 5, 2019 We have opensourced our texture synthesis! Its an example-based non-parametric image generation by @h3r2tic and myself written in @rustlang๐ฆ! Huge thanks to @Ca1ne for making awesome API around it!โค๏ธCan't wait to see all the crazy use cases ๐ https://t.co/F1OgEvN0o8 pic.twitter.com/Y22ZBiW9Ir— Anastasia Opara (@anastasiaopara) September 5, 2019 TENDERFOOT TACTICS: THE FOREVERLANDS An ancillary tale / free prequel game / something of a combat demo. Coming soon! More info here: https://t.co/hT72TtyURw๐ซโก๐ฟ๐๐ฅ๐บ๐ pic.twitter.com/g4YjYcDhfz— Badru (@sonofbadru) September 4, 2019 Don't step on his head or else!My earth Golem for @TheSandboxGame #watchyourstep #voxelart pic.twitter.com/zQa5wR8D7t— Exmachina (@thibaultsimar) September 5, 2019 Target practice#gamedev #madewithunity #unity3d #indiedev pic.twitter.com/CfI72Y7RUh— B-Cubed Labs (@BcubedLabs) September 5, 2019 Did some terrain tests. Heightmap made in Gaea (highly recommend), meshes made from heightmap in Blender, texture made in Substance Painter, rendered in Unity with a custom height fog shader. #madewithunity #indiedev #gamedev pic.twitter.com/g3lsUEAWbF— Austin Schaeffer (@SchaefferAustin) September 5, 2019 We're releasing the closed beta this weekend on Discord. ๐Win prizes for you and your Discord team! ๐๐ฌ Join us! https://t.co/8knOxGmP5i๐ฅ Wishlist: https://t.co/tnaOfUomNI#IndieDev #GameDev #ProfaneGame pic.twitter.com/lkwQAkUgEq— OverPowered Team (@OP_Team_) September 5, 2019 Time to show my super-secret-project! I'm working in a raycasting engine in #libgdx, it is heavily inspired in "prelude of the chambered", a game made by @notch for #ludumdare, it took me 1 week to do just this lol. I'll replace all the art later on๐ #gamedev #indiedev #pixelart pic.twitter.com/PjPaxFz2q0— Alpha (@OkaeriStudio) September 5, 2019 The new day-night system in Becalm, looking good but think the sunsets need some oomph right?#gamedev #madewithunity #indiedev pic.twitter.com/u9VEonghrC— colorfiction (@colorfiction) September 5, 2019 revisiting the boat physics code which hasn't changed in 3 years! has been bothering me that larger boats rocked way too much in big waves, making them look small and weightlessi changed how i'm applying drag to their movement and am a lot happier with how they look! pic.twitter.com/0Sb1ouGqwy— David Evans (@phosphoer) September 5, 2019 Added fancier translucency and rim lighting to the hands shader. Rim lighting flips the z normal as it nears the edge of the image (when facing a light source). Both effects use the same single channel texture that's bright at the edges and dark in the middle. pic.twitter.com/pAgp4Lj8Zl— Eric Urban (@Lub_Blub) September 5, 2019 FRACTER is now live on Steam!!Set out on a perilous quest of introspection and self discovery.๐ฎ: https://t.co/pB0pcMqehg#Steam #indiegame #FRACTER pic.twitter.com/Sjl42o9pKA— 4L Games (@4LGames) September 5, 2019 Writing gradient to shader in script, because why go into photoshop when Unity has such a nice gradient editor already built in. pic.twitter.com/x5F3WoWFfr— Edward del Villar (@Ed_dV) September 6, 2019 Some quick smoke flipbooks, WIP. ๐#AmplifyShaderEditor #madewithunity #VFX #RealtimeVFX #gamedev #indiedev #unity3d pic.twitter.com/Rzy8heoWcQ— Bertram Raahauge Jensen (@MrB_Jensen) September 5, 2019 an AOEโ๏ธfreezing๐จ๏ธblast๐ฌ๏ธ with dynamic directional icicles for this week's #VFXfriday #ue4 #unrealengine #realtimevfx #vfx pic.twitter.com/ggVH4ioFIR— ๐๐๐๐๐๐ (@bftd) September 6, 2019 Shader practice #madewithunity #VFXFriday pic.twitter.com/KRfjkUSZ0n— Piao_3DEffect (@PiaoEffect_cn) September 6, 2019 Armor-Piercing bullet Impact VFX pic.twitter.com/cc1kNJnHoB— ่ถ่ถๅไธป (@CChaBouzu) September 6, 2019 This week I was quite busy. For #VFXFriday I thought I would share a personal project : a map of my #spelljammer d&d setting #madewithunity ! The projectstarted with a simple "planet & sun shader". I'm still working on it so I'll share updates. #gamedev pic.twitter.com/FVf27CXQPI— Nibilli (@nibillii) September 6, 2019 I've never used the Orthographic projection, but depth effects work slightly differently. I was asked about it on the official Unity discord, and after some research got it working, so might as well share a small thread here too. ๐ #unity3D #shaders pic.twitter.com/ng67JlVsyk— Cyan (@Cyanilux) September 6, 2019 A quick test of my fire graph for #VFXFriday ๐ฅI have been trying to make the fire and smoke handle different speeds and movements. #VisualEffectGraph #motiongraphics #particle #madewithunity #unity3d #realtime #vfx #vfxgraph #Effects #VFXArtist #RealTimeVFX pic.twitter.com/cUFSIrSBsy— GoPolygonGo (@GoPolygonGo) September 6, 2019 Hammer Smash, you are crash.#unity #vfx #realtime #visualeffects #VFXFriday pic.twitter.com/hfz8LXiaJ3— MaxQ ๐ (@pelengami) September 6, 2019 Like water.#vfx #gamedev #VFXFriday #b3d pic.twitter.com/HvDSm8k2wo— dct (@tokuday) September 6, 2019 After significantly increasing the max elevation in my map editor, I thought it'd be fun to give its terrain brush the ability to generate landforms with a click. ๐ป๐คโฐ #madewithunity #indiedev #gamedev #indiegames #battlemap #dnd #tabletop #rpg #ecs pic.twitter.com/aJemoBsbee— Bradley Shepherd (@bradSh3p) September 6, 2019 Trying to learn how to do realtime volumetric clouds. Here's my first iteration: very slow and ugly, but hopefully will improve with time!#unity3d #madewithunity #gamedev pic.twitter.com/c6C7XJdbQa— Sebastian Lague (@SebastianLague) September 6, 2019 cg code coding game development gamedev graphics graphics programming indiedev madewithunity madewithunreal programming 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)