Technically Art Technically Art: Issue 77 (27.11.2020) By Harry Alisavakis on Friday, November 27, 2020 𝘼𝙉𝙓𝙄𝙊𝙐𝙎#VFXFriday #UE4 #UnrealEngine #gamedev pic.twitter.com/vBcwia9zLV— -ˋˏ✦VΔLKEN (@RiotBloois) November 20, 2020 The frightening silence…. and only birds circling over your head. #screenshotsaturday #blackbook #indiegame #gaming #morteshka #gamedev pic.twitter.com/AxKG29jtN7— Black Book (@PlayBlackBook) November 21, 2020 波動方程式の復習がてら、1次元の波動方程式をHoudiniで実装する遊び。 pic.twitter.com/CBzfI06ZlU— 🍡🍮かもそば 🍩🍘 (@rn49rn49) November 19, 2020 Time to Tweet for the first time :3#vfx #realtimeVFX #gameart #madewithunity ~ full effect here : https://t.co/jl2uSTg54Y pic.twitter.com/zqgvLcd9h3— Cricri (≧◡≦) (@CricriVfx) November 21, 2020 Technical issues 🔌💾sketchfab: https://t.co/7yWCijtmj4#Blender3d #lowpoly pic.twitter.com/7486XJ7Q0G— Evgenia🦕 (@eva_premudraya) November 21, 2020 Working on a refreshed look and motion of waves for a scene in @TheGapGame #screenshotsaturday #UE4 #indiedev #gamedev #indiegame pic.twitter.com/f6CkfujflV— Jan Gortnar (@yanzl_) November 21, 2020 Explorin' the overworld #GrappleDog #screenshotsaturday pic.twitter.com/3ut9ly4Amj— Joseph Gribbin (@JoGribbin) November 21, 2020 Α procedural brushstroke material for UE4. The final version will feature 7 brush stroke patterns and tons of customization and flexibility options to cover all your material needs. Take a look at some of them below#UE4 #unrealengine #gamedev #indiedev #gameart #polycount pic.twitter.com/XWUmTFlzVQ— Angelo Tsiflas (@cubosaur) November 23, 2020 #pixelart #pixels #ドット絵 pic.twitter.com/luxBNj4vis— Castian Card (@EntaironKizon) November 22, 2020 Created a basic wind setup for the stylized scene.It is a blueprint with a few parameter to control direction and speed.#houdini #procedural #gameart #gamedev pic.twitter.com/skGJFNVQ7F— Simon (@Simon_Houdini) November 20, 2020 (๑>◡<๑) They escaped from Kakariko!It seems that I did have some motivation before the end of the year… #animation #Zelda pic.twitter.com/nlfEfLoziW— croasan (@croa_san) November 23, 2020 Ghibli-inspired cloud#UE4 #Houdini pic.twitter.com/BpHLf3q6fI— LucenDev (@lucengame) November 23, 2020 I've been wanting to work on this one for a while – Cable Component in #UE4 that is affected by a global wind and other "wind emitting" forces, which can also eventually break the cable if the applied force exceeds a certain threshold… #gamedev pic.twitter.com/i5KRpFay0C— Lucas Govatos (@LucasGovatos) November 23, 2020 POV: you're in a car on a rainy night waiting for your buddy to bring the food and someone runs a red lightI was messing around in @UnrealEngine testing some lighting and shader stuff and decided to do this little scene…I guess I was in a 𝓂𝑜𝑜𝒹 🤷#UE4 #Lighting #rain pic.twitter.com/ACaxU1HE6K— Fran (@Lapaga3D) October 31, 2020 Biplanar mapping – an alternative to Triplanar/RoundCube that only considers the two most relevant of the three projections at any given point. It has some singularities but in practice it works great and saves a lot of bandwidth:https://t.co/PBbzki3E63https://t.co/9yP9YYEA5P pic.twitter.com/SR0qA2fOMG— inigo quilez (@iquilezles) November 23, 2020 Shaders that use grayscale textures can be really useful when you need to experiment with colors or want to add color variation to a scene.@unity3d #unity #madewithunity #indiegame #game #indiegamedev #lowpoly #gamedev #indiedev #amplifyshadereditor pic.twitter.com/EsIfJaK9v5— Nicrom (@_Nicrom_) November 23, 2020 I wrote a breakdown of my scene for 80 Level. Please check it out. 😁 https://t.co/1X21sAi7SU— Alex Nguyen (@AlexNewWind) November 23, 2020 I made a quick run through of how I created my "metallic" entry for @sidefx's Houly. I go through modeling using VDBs and also how to get the geo to not intersect using a @thecgwiki trick! pic.twitter.com/Y1GV7SrpUs— Paul Esteves (@PaulEsteves28) November 24, 2020 #krita pic.twitter.com/5YS2pdEChP— James Curley (@azeo_trope) November 21, 2020 #Nodevember Day 24: GameNot only did I make this simple wireframe fps style game, but I made an easy way to edit levels.Editing levels even updates things like the minimap in the top left.#b3d #nodevember2020 pic.twitter.com/TyfHAL5VM2— Gabe (@BettiniGabe) November 24, 2020 A shot from the reel that got me into Blue Sky Studios years ago.Rig by @fRigAweStudios pic.twitter.com/0MOZ8eOWIp— Kevin Temmer (@KevinTemmer) November 21, 2020 #Nodevember 2020 Day 24: Game. Cyberpunk driving sim inside Blender default cube. @WannesMalfait tutorial helped a lot to setup raymarching. pic.twitter.com/SdCKyKZdhi— Grigoriy Ignatyev (@GrigoriyIgn) November 24, 2020 Aquarium water shader part 2: Added many bubbles, lots of surface water effects 🌊 Fixed glass and added tank rim/background pic.twitter.com/nDepEZJWCn— Nina Klos 🐟🐠 (@nina_m_klos) November 24, 2020 Yeah,Some junky impact frame practice out of nowhere 🌟 pic.twitter.com/11Kdrav9vw— Jonghyun.JUNGBOIX (アニメーター) (@JonghyunJukebox) November 24, 2020 I think PS1-era models deserve a lot more credit for how intelligently they saved resources, all while keeping maximum fidelity. So here is a series of tweets showing how to use their techniques. Part 1! #tutorial #3dtips #ps1 #psx #gamedev #indiedev #blender3d #b3d #pixelart pic.twitter.com/oc6uyccrq1— Gustaw Mackay (@NorthernGus) November 25, 2020 Day 24 – GameI’m actually really proud of this one. There’s an embedded mini FPS inside, with multiple rooms, fog, texturing, ambient occlusion etcMade with #ShadePro on my iPad#nodevember2020 #nodevember @NodevemberIO pic.twitter.com/hHRXOULHYa— John Millard (@johntwolives) November 25, 2020 Hey! I've got a new in-depth post about depth-related stuff!Depth Buffer, ZTest, Depth Texture / Scene Depth node (Raw, Linear01 vs Eye), SV_Depth etc. 👀✨🔗 https://t.co/mWHj2MvsRsMostly written for Universal RP @unity3d#ShaderGraph & #URP HLSL code examples included! 💙 pic.twitter.com/KwqQKVyOFA— Cyan (@Cyanilux) November 25, 2020 I've converted my grass shader to use compute shaders, and used them to implement some LOD techniques! I made a video on how to do it here: https://t.co/7SpOOYW3uS #gamedev #indiedev #unitytips #madewithunity pic.twitter.com/2TsHmuAKCv— Ned #BLM (@NedMakesGames) November 25, 2020 pic.twitter.com/0nZxhNmABX— Shanaz Byrne (@shanazbyrne) November 25, 2020 The Knight⚔️One of my fav game by @TeamCherryGames! I can't wait for the sequel 😊 pic.twitter.com/wpiDqWaENM— 🐁⚡ Lucie "Lumia" ⚡🐁 (@LucieLescuyer) November 26, 2020 Packed my fluid simulation and renderer into one single Niagara system, which unlocked so many magic tricks🥦(60fps playable water)#UE4 #gamedev #techart #vfx #realtimevfx pic.twitter.com/uYLEAx30vk— Asher Zhu (@Vuthric) November 26, 2020 Dungeons of #Hinterberg.#indiegames pic.twitter.com/WFfdwTA56P— Microbird (@MicrobirdGames) November 26, 2020 Itano Circus part 5. Started working in the missiles and exhausts. Just a bit clueless on what to do with the target. Think i'll just use it as a matte probably. Not sure. #2dfx pic.twitter.com/FOIOvYbMKu— Sjors DL (@Madamadamado) November 26, 2020 Some behind-the-scenes footage of the dynamic vegetation #gamedev #indiedev #unity3d #gaming #gamedesign #indiegame #madewithunity pic.twitter.com/7gZjRu7yxL— omyog (@omeletteandyog1) November 26, 2020 Fizz's Shark🦈 Fan Art#VFX #LeagueOfLegends #madewithunity #gamedev #realtimevfx pic.twitter.com/xdHqzircEj— 〽️Xin〽️ (@ChenXin_nth) November 27, 2020 a little music room with lilypads in the swamps of the world of Dap… 🎶🍃#indiedev #gamedev #GameMakerStudio2 #indiegame #pixelart pic.twitter.com/odoqVf9n5I— Melting Parrot Games (@MeltingParrot) November 27, 2020 I haven't been able to share much of #Webbed without spoilers lately, but today I added baby spiders who climb on your back as you take them home! pic.twitter.com/Xgbhx4Pd1q— 🕸️🕷️🕸️Riley Neville🕸️🕷️🕸️ (@sbuggames) November 27, 2020 I converted this outline shader effect from @bgolus to an URP renderer feature. Would any of you be interested in this? Zelda model was made by theStoff over on sketchfab #madewithunity #gamedev #indiedev pic.twitter.com/r8oTzPT46m— Alex Ameye (@alexanderameye) November 27, 2020 New splats option: original normal blend. It blends from the geometric normal to the less-noisy original normal for a smoother look, a common trick for foliage.#MudBun #MadeWithUnity #GameDev #VFX pic.twitter.com/u08NtKyOU7— Ming-Lun “Allen” Chou (@TheAllenChou) November 27, 2020 Slow gaming. Inside I've switched to Bakery for the baked global illumination. Outside I have introduced sway motion (slight rotation) to the trees and it feels livelier.#slowgaming #madewithunity #amplifyshader #bakery pic.twitter.com/Yn32lT2SbP— Dragos Matkovski (@matkovskid) November 27, 2020 2d 3d art code coding computer graphics gameart graphics graphics programming madewithunity madewithunreal procedural programming shader shaders tech art technical art tutorial 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)