Technically Art Technically Art: Issue 82 Part 2 (15.01.2021) By Harry Alisavakis on Friday, January 15, 2021 ohoho now this, THIS was difficult. Home rolled parallax occlusion mapping in URP, all hand coded, as is my modus operandi. This type of parallaxing is NOT supported by URP's libraries but where there's a will there's a way~ ✨ pic.twitter.com/tAJLYBkCn4— Manuela Malasaña (@ManuelaXibanya) January 4, 2021 so uh, i wrote a vtuber avatar app using apple's ARKit and Unity pic.twitter.com/nPCmj8K3lG— Zach Tsiakalis-Brown (@MrZulubo) January 3, 2021 playing with unity shaders & trying to recreate the effect that some Cod guns have pic.twitter.com/2RT6IRuRI0— 🍁🍂🥀🎀 (@gamesaretoohard) January 4, 2021 get a mixamo animation to see how it works when the scene is moving pic.twitter.com/9cnM9JGRXJ— Yun Ling (@lingy000) January 4, 2021 I got carried away a bit over the last days 😅 and now proudly present a new @NeedleTools package:📚ShaderGraph MarkdownShiny inspectors for @unity3d ShaderGraphs, the easy way ✨You can get it NOW from OpenUPM: https://t.co/6SxxB2DbeP#madewithunityMore in thread ⚒:1/ pic.twitter.com/gCu2hxGC9G— herbst (@hybridherbst) January 4, 2021 Frostmourne Card from Hearthstone 💎My final sculpt for @TheClubDiscord's #3December~!https://t.co/RepjgZVSdK pic.twitter.com/s1tgjPUv4f— Sasha Bernert (@SashaBernert) January 4, 2021 I heard you like cables. #Houdini #Procedural #b3b #EEVEE #blender pic.twitter.com/gIkNM3ke6o— Magnus Larsson (@MagnusL3D) January 4, 2021 Fluffy stuff! #gamedev pic.twitter.com/PRjTgNnoi3— METKIS™ (@metkis) January 5, 2021 ok i finally managed to make something better pic.twitter.com/g6Uh7nHIac— Skaya🌈 (@CinnamonPossum) January 5, 2021 The #unity3d shader is getting pretty great 😉Now I'm really happy how the #wolf fur is turning out 🐺 #gamedev #indiedev pic.twitter.com/lTgFqkiN8U— MalberS Animations (@MalberShark) January 5, 2021 WIP of something that was meant to be some sculpt practice and is now turning into a scene baby in a tree 🥰 pic.twitter.com/kveCvvuYpl— Tabz 🐺 (@catkitsu) January 5, 2021 I made some combat FX to learn how that zelda flowmap twirl dissolve works: https://t.co/VhFILyf9JF— Soenke Seidel (@soenke_c_seidel) January 5, 2021 As part of the return of AnimPolish, the StickyMod has been extracted and published as its own totally free tool. Use it to create on-the-fly ride-along controls with adjustable falloff and placement.https://t.co/UYT2LvCP7m pic.twitter.com/NccCeyaitj— fRigging Awesome Studios (@fRigAweStudios) January 4, 2021 Let's begin the year with a #unitytips. Using the terrain system? You can easily create your own terrain tools by extending TerrainPaintTool<T> 🌿 https://t.co/eDm1RbuZqQ#gamedevelopment #indiedev #madewithunity pic.twitter.com/SRSmORFyJa— José Hojaverde (@JoseHojaverde) January 5, 2021 A closer look at the lit explosion particle in #Unity3D. #AmplifyShaderEditor #EmberGen #Shaders #GameDev pic.twitter.com/JCMYci6CxD— Mirza Beig (@TheMirzaBeig) December 24, 2020 Marvelous Designer IDay 330 pic.twitter.com/yCeN0ZqCEw— dnsqe (@dnsqe) January 5, 2021 📣 New year, new blog post: I fell into the rabbit hole that is monochrome image dithering. I wrote down everything I learned! 👨🎓(… and wrote a small demo that dithers an image with all these different dithering algorithms.)👇https://t.co/HwA0qVw0XK— Surma (@DasSurma) January 4, 2021 Sploosh #madewithunity #techart #simulation pic.twitter.com/8RbpmhLHzo— Andy Green (@andyanimation) January 5, 2021 They kept calling me a Dementor, thought I must embrace it :p pic.twitter.com/XLm7oQuCBD— Mohamad Salame (@MohamadSalame2) January 5, 2021 Fire Tonight doesn't use the built-in Unity lightmapping. Instead, it uses Bakery for ambient occlusion with a custom shader. That way, I can adjust AO intensity per material. It makes sense on this project, but probably not many others! pic.twitter.com/zRxSBGuvN6— Ryan Miller (@RyanThinker) January 5, 2021 As a #gamedev, you might be familiar with pathfinding algorithms such as A* or Dijkstra.But not many know how they actually work…Pathfinding algorithms might be complex, but they're not complicated.So let's find out how they actually work!🧵 pic.twitter.com/XHEkF3nJBa— Alan Zucconi (@AlanZucconi) January 6, 2021 FINALLY found a way to procedurally rip holes into any object without using dynamics (i hate using dynamics, just too unpredictable)… it's only 9.30 am here, but this is already a good day! pic.twitter.com/GWEBZSA8rl— everfresh (@everfreshdesign) January 5, 2021 Introducing Pass-Through Light Tinting feature for "Aura 3" for the Universal Render Pipeline for @unity3d This feature will let you tint the volumetric lighting with stained-glass alike game objects.#unity3d #madewithunity #madeWithAura #gamedev #gamedevelopment #vfx #urp pic.twitter.com/zCXPR8qR7t— Raphael Ernaelsten (@RaphErnaelsten) January 6, 2021 First Tutorial of the new year!Breakdown of the Stylized grass I used in my stylized project. Combining Houdini and Unreal to create these grass cards.https://t.co/u0lOmFeHYd#houdini #procedural #gameart #gamedev #polycount pic.twitter.com/SbbuHd5ko2— Simon (@Simon_Houdini) January 6, 2021 Making way on a new "river mode" for Stylized Water 2, which allows animations to flow along a spline and dynamically adds foam on slopes (particle effect is a new addition too) #unity3d #gamedev #indiedev pic.twitter.com/LDmUl8MYkF— Staggart Creations 🏔🌲 (@_staggart_) January 7, 2021 Some background on my new particle effect authoring pipeline. I wanted to create "flipbooks", but without learning Maya/Houdini (old dog). So created a script that renders a sequence from a Particle System pic.twitter.com/g4RAoyLWIV— Staggart Creations 🏔🌲 (@_staggart_) January 7, 2021 I must become 90s anime aesthetic #b3d #bnpr #madewithblender pic.twitter.com/F08TEWmsAA— Blender Peach (Peachy) (@FriedPeachy) September 3, 2020 I just released on my @ArtStationHQ store a big pack of new pack "Leafy Bushes Cutout" : https://t.co/CdC3UHqpZzThe pack contains 60 bushes and plants with large sheets.Easily suitable to be integrated in the foreground, middleground or background of your composition! pic.twitter.com/te0uXknG8k— Tohad (@sylvainsarrailh) January 6, 2021 More dynamic time of day and weather integration, with the wind and other params from the weather system hooked into all the materials etc#UE4 #Houdini pic.twitter.com/X0Z5Zealos— LucenDev (@lucengame) January 7, 2021 She's over it #UE4 pic.twitter.com/K5bIoyWimj— Gannon F. Jaspering (@GforGannon) January 7, 2021 Yet more shenanigans, #b3d #eevee toon shading environment test for the Stylized 3D Art course that @gleb_alexandrov and I are helping out on with @manujarvinen at @ShrimpCreative simple stuff but nice vibe methinks. 🙂 pic.twitter.com/rFiId9uEk0— AidyBurrows (@AidyBurrows3D) January 8, 2021 unknowable signals pic.twitter.com/L6O6wHnmcl— Sam @ Play Manifold Garden (@ompuco) May 21, 2019 do you need a reason not to want to lose? ✨🏐all done and dusted! hinata's up on @ArtStationHQ now too for those that want to check out the stills as well as the sculpt! https://t.co/VxGMNf7C8k pic.twitter.com/qpknuWtPBE— anthea✨ (@potapome) January 8, 2021 Tinkering with plane game today pic.twitter.com/hZaERGHdbm— Inasa (@Inasa_Fujio) January 8, 2021 Goop ~ 💚✨ #madewithunity #shaders(Inspired by Super Mario Sunshine, been watching some speedruns in the background lol) pic.twitter.com/NvHG91xrdC— Cyan ❄ (@Cyanilux) January 3, 2021 testing colored lights and volume shading with 433 million voxels (upscaled)#VFXfriday #embergen #VFX #realtimeVFX pic.twitter.com/poGxcW57Nb— JasonKeyVFX (@key_vfx) January 8, 2021 A little walk over the initial area of the upcoming alpha demo :3 #screenshotsaturday #gamedev #indiedev #lowpoly #madewithunity #KokopasAtlas pic.twitter.com/t7LbQXunZ1— Kokopa's Atlas (@HyperMegaPixel) January 2, 2021 Pocket Watch is now out on Steam! 🦆 It's my biggest Patreon game yet… Please check it out! 😳👀✨ https://t.co/FMkofMXaPr pic.twitter.com/9IkfOUH9F8— rub 👀🧤 (@rubna_) January 9, 2021 Made a lil' default cube frozen in some ice for the weekly challenge on @erindale_xyz's discord server. Just a vector displaced sphere with procedural materials. pic.twitter.com/Hyke3biQhR— NuggetMcHotdog (@HotdogNugget) January 9, 2021 プロシージャルな円柱メッシュをUnity C#で実装中。オーラ系エフェクトをサクッと作りたいときに便利。I'm developing C# procedural cylinder mesh.It is useful for making simple aura vfx.#Unity pic.twitter.com/5YFcRJbtqY— 🍡🍮かもそば 🍩🍘 (@rn49rn49) January 9, 2021 I made a Samurai effect Skill using Shader Graphyoutube→https://t.co/NZt4123fj5#Unity #madewithunity #gamedev #vfx #realtimevfx #gameart #デジハリ #デジハリゲームエフェクト #就活 pic.twitter.com/4x1Q7bO0fI— まやとも (@Mayatomo_uni) January 10, 2021 Now out on Gumroad: Realtime Ocean Shader for Eevee! https://t.co/rmahdxIlas #b3d pic.twitter.com/dhXRNSYORA— Bbbn19 (@Bbbn192) January 9, 2021 New weapon: Electric fist!Ya'll like juggling?#screenshotsaturday #indiegame pic.twitter.com/H6DZ6PfTQA— SonzaiGame (@2odddiodes) January 9, 2021 Cold and wet pic.twitter.com/8YgHfCtGEa— LucenDev (@lucengame) January 10, 2021 "The End of My Journey" – Personal Artwork, 2021 pic.twitter.com/iykb0uhafj— Dániel Taylor 🌙 (@DanielTaylorArt) January 10, 2021 Part 3 of my super-duper glass shader.Added some blur on the refraction to make it more realistic and a mesh inside the dodecahedron (art direction stuff).The number of things that I'm learning while creating this is invaluable.#threejs #webgl #shader pic.twitter.com/oK1L0jlt5u— Francesco Michelini (@fra_michelini) January 10, 2021 Inspiration comes at the weirdest times for me.. This time as I booted my laptop and was greeted by this beautiful mountain Vista that I had to sculpt in Dreams 😁50 minutes of Dreams. I'll upload a process video later.#MadeInDreams #DreamsPS5 @mediamolecule pic.twitter.com/nhb1ZDcVtu— Martin Nebelong (@MartinNebelong) January 10, 2021 Dashed outline shader. URP compatible, written in HLSL Code. #unity3d #shader #gamedev pic.twitter.com/R1aJz4kkvG— Arda (@ardahamamcioglu) January 10, 2021 #IAmNonbinary hello again! I like bgs 😀 pic.twitter.com/ZTJMT4qaXs— Cheryl 🍥 (@cysketch) January 11, 2021 Why you might need to comp renders #b3d #tutorial #CGI https://t.co/chpkSCqg6Y pic.twitter.com/UKDlizBpbH— Louis du Mont (@louisdumont) January 11, 2021 Saw a waves shader on twitter and decided to start my take on it.. Still need a lot of interaction but the wave trail already looks interesting 😀#gamedev #indiedev #Shader #VR #3D #unity @unity3d @AmplifyCreates follow me on https://t.co/AluRmAcJPqhttps://t.co/eXr2zjeBiv pic.twitter.com/tAlOi0RUoi— Patrick Haraguti (@Patrickd3) January 10, 2021 🔶🌐 T O P O G R A P H Y 🌐🔶a #bitsy piece about online friendships, the golden age of tumblr, closeness and closure.made for @runningdog_art's special issue LIVE STREAM NOW in october 2020.💻🦀🗺️NOW AVAILABLE ON @itchio:https://t.co/cZgckKpwTv pic.twitter.com/jlzOC4oOyM— ✷ cécile ✷ (@haraiva) January 5, 2021 A new area#madewithunity #gamedev pic.twitter.com/Cdd3RueqDY— Codeer (@CodeerStudio) January 12, 2021 I've Just released my anime water FX tutorialTutorial available here:https://t.co/q66q909Zp2#B3D #Blender3D #BNPR #water #waterFX #FX pic.twitter.com/6q9nuaFIFZ— Kristof Dedene (@KDedeneArt) January 5, 2021 Will include a Damage mode/tool as well.#b3d #blender3d #vfx #gamedev #animation pic.twitter.com/LEGeLYJkfY— AFX (@AFX_LAB) January 12, 2021 Polar research station and scandinavian town.It‘s quite a challenge to balance colors and light on a procedurally generated map with day night cycle and many different regions… #unity3d #gamedev #hexoplanet pic.twitter.com/vbJZuZTQ2K— Max Gittel (@maxSigma_) January 12, 2021 (ノ◕ヮ◕)ノ*:・゚✧ I've decided to animate this little fanart since I can't be more hyped up about Kimetsu no Yaiba! Thanks to @KDedeneArt for the help with the VFX!!#b3d #kimetsunoyaiba #animation pic.twitter.com/jJxYpQiNyF— croasan (@croa_san) January 13, 2021 wimdy pic.twitter.com/3HbolSSzRE— 🌚finn🌝 (@goldfinnchart) January 12, 2021 Been working on the final hero props for the Hippopura environment (https://t.co/CzDn0eh5QJ) and even though it's small, this infuser has been so fun to make! ✨#SubstancePainter #b3d pic.twitter.com/Q328j80rMD— Jasmin Habezai-Fekri ✨ (@lowpolycurls) January 12, 2021 Trying out some different lighting methods. (spots and volume lights) pic.twitter.com/TUUtAXi85M— Steve James (@Pure_Stevil) January 11, 2021 From a pile of branches to a stack of wooden tiles. Super easy, barely an inconvenience. #SubstanceAlchemist #MaterialMarathon #gameart #environmentart pic.twitter.com/dfXxrRa2Q5— Nikola Damjanov (@damjanmx) January 13, 2021 Piranha Plant animation redo ✏️:Goal was to bring in more of the maniacal energy that should be expected and generally add more weight to the bite. I was also working with the original fps this time round, which created another challenge; smoothing things out. pic.twitter.com/yXoDgkEEbw— Nick N. (@Nootall_) January 12, 2021 #substancedesigner practice pic.twitter.com/kqRsJwgzA5— Денис Новиков (@denorelli2) January 13, 2021 Tutorial link: https://t.co/xHGCr3zk8Z back with a #unity3d and @AmplifyCreates editor for a frosty start to 2021, #madewithunity #indiedev #unity3dPatreon for (free) source files: https://t.co/XnHVp1U7hs pic.twitter.com/2ueBR8xjlq— PolyToots (@PolyToots) January 13, 2021 Soo,I wanted to prove that you can create epic large-scale environments in #Blender3D without addons or paid resources. Also, I wanted to teach you how. Aaand – this is the result. Now discounted in Early Access 🙂 Sign up at @cgboost https://t.co/2ihNBNYMuu #cycles #environment pic.twitter.com/1bVZeARwOp— Martin Klekner (@MKlekner) January 13, 2021 earthquake_test_2 #UE4 pic.twitter.com/WO6w4xnUMd— Koola (@Koola_UE4) April 11, 2020 >> ARRIVAL#3D #art #VR pic.twitter.com/C2JK4lXbsm— GONZOBONZOID (@gonzobonzoid) January 13, 2021 ● Are you buying or not?🔊#3D #art pic.twitter.com/wRdnAYHu0t— GONZOBONZOID (@gonzobonzoid) December 2, 2020 ☔️ #UE4 #SubstanceDesigner pic.twitter.com/nYfmoWspn2— Koola (@Koola_UE4) February 25, 2018 A concept/high level breakdown of the procedural Galaxy Orb VFX I posted recently. I really like this format for showcasing the main ideas, and may do more alongside full written tutorials. 🥳#Unity3D #MadeWithUnity #AmplifyShaderEditor #GameDev #IndieDev #ProceduralArt pic.twitter.com/W6x1PNb1hP— Mirza Beig (@TheMirzaBeig) January 13, 2021 Here are a few images of my Bioshock Infinite scene I've been making for uni! Still a few more alterations to make but I'm really proud of the progress I have made this year! pic.twitter.com/LRtRWA2i3X— Lucy (@Lucyy_Ayling) December 31, 2020 Shimmer | One more rainbow dispersion experiment#Cinema4D #OctaneRender pic.twitter.com/nqBUWHG7fL— Maria Pan (@paarsec) January 13, 2021 Specular lighting test. This dude is using the instanced renderer and renders somewhere around 200 000 individual hair strands. #madewithunity #gamedev pic.twitter.com/JFAzwA8vGJ— Daniel Zeller (@zellah) January 14, 2021 Rendering a stylized tree in unity. Special thanks to @LightningBoySt1's tutorial on creating Ghibli trees in 3D #gamedev pic.twitter.com/hIZhsfJt1G— Vakey (@VakeyRujevic) January 14, 2021 oh yeah, Sand Blending Baby! ⏳🪨 #polycount #madewithunity pic.twitter.com/sSRE9191ht— Jonas 🏜️ Pfeiffer (@gttrfnk) January 14, 2021 Forest, run, forest🙂 updated depth of field and motion blur options in Wilderless 1.5 #ipad #iphone #android pic.twitter.com/WqSjy36esa— Protopop Games (@protopop) January 14, 2021 i wasnt gonna show early dev on twitter but fuck it…this is WE KILL MONSTERS nowsame game just 3d, yes i'm using a bunch of assets pic.twitter.com/B2IlmkqjV2— Glass Revolver (@glass__revolver) January 14, 2021 the base crystal #madewithunreal pic.twitter.com/PgGqAmNhJq— 🅱eatriz (@banana_grill) January 15, 2021 playing around with shaders and particle vfx 👁✨ #gamedev #vfx #unity3d pic.twitter.com/oxm1zDSxJ5— soft science 🌱 (@_SoftScience) January 15, 2021 "They came for the art and they stayed for the gameplay" 👉 Wishlist now: https://t.co/59nvyxkeyt💥NAAARITAAAA BOOOOY!💥#NaritaBoy pic.twitter.com/81ERlvL2o1— Studio Koba – Narita Boy (@studiokobaGAME) January 15, 2021 正確にシミュレートできてるかどうかまでは判別できないけどリアルタイムではある。#UE4 pic.twitter.com/j85AITRTaL— もんしょ (@monsho1977) January 13, 2021 We finally implemented MIDI support in #AnimationNodes! Many thanks to Patrick Mauger and Alan Odom for their help in this project.Introductory tutorial for creating the following demo:https://t.co/R1JtuJps5U(Sound On) pic.twitter.com/Xl0mvxJXES— Omar Emara (@OmarEmaraDev) January 15, 2021 ❄️✨my little sprout✨❄️#HadesFanArt pic.twitter.com/4LMKIez5h1— mari souto 🛹🌈 (@marisoutoart) January 15, 2021 GPU fracture test. Same as what I posted on Twitter before but now on the GPU and with a higher quality video here:https://t.co/D5OG7EansT pic.twitter.com/QRcKN9Rjhn— Pierre Terdiman (@PierreTerdiman) January 14, 2021 Today's UI exerciseNeed to make a couple more and then I'll start recording from Monday.#Houdini pic.twitter.com/MD2giHgnp6— Rohan Dalvi (@RohanCreates) January 15, 2021 Made these PORTAL shaders and effects + the seamless transition mechanic. I especially like the scan effect as objects go through. Probably could use a ripple effect on the surface like STARGᐰTE though. 😁#Unity3D @ProBuilder3D #AmplifyShaderEditor #VFX #Shaders #GameDev pic.twitter.com/ECdz8tQtvh— Mirza Beig (@TheMirzaBeig) January 14, 2021 code coding computer graphics game design game development gameart gamedev games graphics graphics programming indie indiedev indies madewithunity madewithunreal programming shader shaders unity unity3d unreal engine unreal engine 4 vfx Previous Post Next Post Related Posts Technically Art Technically Art: Issue 139 (16.04.2023) Technically Art Technically Art: Issue 138 (11.02.2023) Technically Art Technically Art: Issue 137 (09.12.2022)