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、
— 🍡🍮かもそば 🍩🍘 (@rn49rn49) November 19, 2020
1次元の波動方程式をHoudiniで実装する遊び。 pic.twitter.com/CBzfI06ZlU
Time to Tweet for the first time :3#vfx #realtimeVFX #gameart #madewithunity
— Cricri (≧◡≦) (@CricriVfx) November 21, 2020
~ full effect here : https://t.co/jl2uSTg54Y pic.twitter.com/zqgvLcd9h3
Technical issues 🔌💾
— Evgenia🦕 (@eva_premudraya) November 21, 2020
sketchfab: https://t.co/7yWCijtmj4#Blender3d #lowpoly pic.twitter.com/7486XJ7Q0G
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.
— Simon (@Simon_Houdini) November 20, 2020
It is a blueprint with a few parameter to control direction and speed.#houdini #procedural #gameart #gamedev pic.twitter.com/skGJFNVQ7F
(๑>◡<๑) They escaped from Kakariko!
— croasan (@croa_san) November 23, 2020
It seems that I did have some motivation before the end of the year… #animation #Zelda pic.twitter.com/nlfEfLoziW
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 light
— Fran (@Lapaga3D) October 31, 2020
I 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
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: Game
— Gabe (@BettiniGabe) November 24, 2020
Not 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
A shot from the reel that got me into Blue Sky Studios years ago.
— Kevin Temmer (@KevinTemmer) November 21, 2020
Rig by @fRigAweStudios pic.twitter.com/0MOZ8eOWIp
#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,
— Jonghyun.JUNGBOIX (アニメーター) (@JonghyunJukebox) November 24, 2020
Some junky impact frame practice out of nowhere 🌟 pic.twitter.com/11Kdrav9vw
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 – Game
— John Millard (@johntwolives) November 25, 2020
I’m actually really proud of this one. There’s an embedded mini FPS inside, with multiple rooms, fog, texturing, ambient occlusion etc
Made with #ShadePro on my iPad#nodevember2020 #nodevember @NodevemberIO pic.twitter.com/hHRXOULHYa
Hey! I've got a new in-depth post about depth-related stuff!
— Cyan (@Cyanilux) November 25, 2020
Depth Buffer, ZTest, Depth Texture / Scene Depth node (Raw, Linear01 vs Eye), SV_Depth etc. 👀✨
🔗 https://t.co/mWHj2MvsRs
Mostly written for Universal RP @unity3d#ShaderGraph & #URP HLSL code examples included! 💙 pic.twitter.com/KwqQKVyOFA
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
— Shanaz Byrne (@shanazbyrne) November 25, 2020
The Knight⚔️
— 🐁⚡ Lucie "Lumia" ⚡🐁 (@LucieLescuyer) November 26, 2020
One of my fav game by @TeamCherryGames! I can't wait for the sequel 😊 pic.twitter.com/wpiDqWaENM
Packed my fluid simulation and renderer into one single Niagara system, which unlocked so many magic tricks🥦
— Asher Zhu (@Vuthric) November 26, 2020
(60fps playable water)#UE4 #gamedev #techart #vfx #realtimevfx pic.twitter.com/uYLEAx30vk
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