Technically Art Technically Art: Issue 96 (30.04.2021) By Harry Alisavakis on Friday, April 30, 2021 I've just posted a roof tile material on ArtStation: https://t.co/FPAfIRYEKS— Joe Taylor (@JoeTaylorArt) April 23, 2021 New animation!1st attempt at a first person animation, and gosh was it fun to make.I wanted to explore more gamedev concept here, by using animation instead of UI to give informations to the player, here to express the fuse time of the grenade.#animation3D #maya #fpsanimation pic.twitter.com/UKQMQccuf7— JumanCreative (@JumanCreative) April 23, 2021 Slash Practice#1 Pool party Slash#LeagueOfLegends #VFX #Unity #fanart pic.twitter.com/bIUXGQe5ea— Dmitry Bogatov (@DestroyeerVFX) April 24, 2021 Thunderstorm rolling in 🌩️Some more sky tech in #UE4, this time with dynamic rain, wind, and lightning. The wind helps drive systems like the trees and cables swaying, rain direction and velocity, and more.#screenshotsaturday pic.twitter.com/0gwU3iTsgg— Lucas Govatos (@LucasGovatos) April 24, 2021 Curve Basher 1.3 – ケーブル生成に特化したBlenderアドオン!https://t.co/vzVkRW2ZaP#b3d #Blender3d #3dnchu pic.twitter.com/G8H8dmvsen— 3D人-3dnchu- CG情報ブログ (@ymt3d) April 23, 2021 I haven't tested it that extensively, but it seems possible to get GPU Instancing with Material Property Blocks to work in #shadergraph via a Custom Function.Note the empty blackboard & GPU Instancing tickbox also needs to be enabled on the material. Works in v10 at least 🤔 pic.twitter.com/lkPtCzaHoZ— Cyan ✨ (@Cyanilux) April 15, 2021 Here's the final card in motion, for the the Foil Trading Card challenge by @HarriAlisavakis (although out of time, I guess). Obviously themed #UnityOpenProjects, featuring the protagonist, Hamlet 😀#shaders #unity3d pic.twitter.com/mzTJuxbhw5— Ciro Continisio (@CiroContns) April 25, 2021 It's been a while since I made the last portal.I added made a few more adjustments to how it works.#RealtimeVFX #gamedev #UE4Niagara pic.twitter.com/vtkCFBOsEw— Niels Dewitte (@Niels_Dewitte) April 25, 2021 CD/DVD Diffraction Grating Shader 📀💿#blender #b3d #iridescence pic.twitter.com/imEUWWFDCQ— GelamiSalami (@GelamiSalami) April 24, 2021 a normal day of my life pic.twitter.com/FFeuNlXBHU— Aurora (@AuroraPLZ) April 25, 2021 I participated in the foil card challenge by @HarryAlisavakis ! Pattern matcher is one of my favorite foil card from our MTG collection, made by Jesper Ejsing. The foiling is just soooo good !Original and more in the comments 🙂#shader #unity3D pic.twitter.com/tIK6Ea5Ev3— Katinae (@Katinae_Chivers) April 25, 2021 Wrote a breakdown of my card foil submission for the @HarryAlisavakis's Tech Art Discord challenge! https://t.co/ZYZ4SbPW3W#shaders #madewithunity pic.twitter.com/n9PjFL2AdZ— Valerio Marty (@ValerioMarty) April 25, 2021 Finished result for my first @HarryAlisavakis #technicallyAChallenge . It was very quick and improvised so the result is far from polished, but it was very interesting to do.Looking forward to the next one!💪 pic.twitter.com/pKtl87rPja— CaballolDev (@CaballolD) April 25, 2021 I tried making something for the trading card foil challenge from @HarryAlisavakis #blender #b3d #HollowKnight pic.twitter.com/61epl1InuA— Void Goat (@VoidGoatDev) April 25, 2021 My texel space shading running inside the Unity URP.🎉 pic.twitter.com/DaDnrsZqF0— Julian (@schneckerstein) April 25, 2021 Hello everyone, I saw a pretty awesome lava lamp by @HarryAlisavakis (https://t.co/wwR7dD0By8) and had to improve the shading in my entry for #TechnicallyAChallenge. Here is it: the Power Lava Lamp. Just a single quad #animation #SDF #lavalamp #madewithunity #hlsl #shader #unity https://t.co/FPzlw1yZg2 pic.twitter.com/auPlJCURNK— Euri Herasme (@EuriGilberto) April 26, 2021 My quick contribution to the trading card foil challenge from @HarryAlisavakis and tribute to #SerialExperimentLain pic.twitter.com/6dbzJLCo4t— ekioo (@EkiooGames) April 26, 2021 wip pic.twitter.com/PKW8PP5FhM— HarU (@misokatsubentou) April 24, 2021 'Stardew Valley' 🌟The amount of hours I've sunk into this game… 😵 Anyways here's my farmer with my favorite husband Shane.Love the game! @ConcernedApe ✨ pic.twitter.com/cdA2uOwJLT— SeerLight ✨🌙✨ (@seerlight) April 25, 2021 Houdini習作。Rendererはmantra。試しに各種オプティマイズをせずにmantraで時間のかかる透過系のものをレンダリングしてみたら、720p・240フレームで300時間近くかかった。 #Houdini pic.twitter.com/i13dF2hFIY— sasaki_0222 (@sasaki_0222) April 26, 2021 Instead of replying to every comment I made a small video to explain the process a bit more.#pixelart #gamedev #indedev pic.twitter.com/eF1w2f0pE7— Faxdoc (@Faxdocc) April 26, 2021 deeper and deeper#ldjam #LD48 pic.twitter.com/u16MayQFAH— Daniel Linssen 🦊 (@managore) April 25, 2021 Fx for #AstralAscent Last 72h! on Kickstarter- https://t.co/2GPJ5DN023#pixelart #animation pic.twitter.com/Spa02HTJon— Alexandre Magnat (@Skreed3) April 26, 2021 Teaser for new tutorial. It's not about the exposure avoidance but some optimization techniques. #GameDev #MadeWithUnity pic.twitter.com/XFzIzVZKeX— Ming-Lun “Allen” Chou (@TheAllenChou) April 26, 2021 I`ve released my 3 Layer Blendshader tutorial on youtube and gumroad. If you are interested in learning more about material blending and the shader editor in #Blender, go check it out. It`s free and works in Evee and Cycles. https://t.co/F8SC6nHkuEhttps://t.co/T5kPudAY5L#b3d pic.twitter.com/tLQbBOYQGh— Simon Fuchs (@SF_simonfox) April 26, 2021 This was the second video I made with vfxgraph, inspired by Thomas Wilfred's Clavilux device. Still hoping to do this with real projection and optics someday :). pic.twitter.com/E8yOSSoyhp— Stephen Mangiat (@smangiat) April 26, 2021 Have you ever needed cheap stylized culling fx?I present to you this little✨Shader Function✨As always, optimized, plug and play and free 👀#madewithunity #AmplifyShaderEditor #realtimefx pic.twitter.com/tYfb63qz1T— Eti 🔧🎨 (@LazyEti) April 26, 2021 I finished it! It took a while! I'm surrounded by so many talented people willing to help, I'd be lost without them ❤️ pic.twitter.com/f2tyoZQz1V— Ioana Oprisan (@IoanaOprisan) April 26, 2021 Painting texture masks for edge wear with custom brushes in #blender #b3d pic.twitter.com/Ic5yT8NQ3j— Jan van den Hemel (@JanvandenHemel) April 27, 2021 Wow first working demo of #OpenMeshEffect being used to transfer a #parametric object from #Blender3D to #Unity3D without burning modifiers in! 🥳 Very exciting, although still quite WIP.#OpenMfx #UnityMfx pic.twitter.com/JvKdvXRU3T— Élie Michel 🍪 (@exppad) April 26, 2021 Vines vines vines. Doing some random vertex offsets with a masked material to make me some vine grow without me modeling any vines pic.twitter.com/ubgvtehxPp— joyrok (@joyrok) April 27, 2021 The new eevee dof and volume is Amazing.#b3d #blender #eevee pic.twitter.com/YoEcijQIsm— Eris snail (@Erisdraw3D) April 27, 2021 作画っぽい形状を作るツールを作成中。アニメーションシートで書き出すところまで持っていきたいなー。 pic.twitter.com/qzPMwuQF6E— AKI(Flypot代表) (@frontakk) April 27, 2021 Unreal engine + Houdini heightfieldsNow I need to figure out procedural scattering and the unreal sky stuff pic.twitter.com/BN1jvPc16g— Rohan Dalvi (@RohanCreates) April 27, 2021 Look! A wild chibi Totoro appeared. 🍃#cinema4d #octanerender @MaxonVFX @OTOY pic.twitter.com/n59i0vd94Q— Clementmor1 (@clementmor1) April 27, 2021 a few recent studies✨ pic.twitter.com/jMrugW6WWa— Astri Lohne (@AstriLohne) April 26, 2021 Happily knocked this of my wish list! Added translucency shading to the vegetation in Lake, difference between night and day! #unity3d #madewithunity #indiedev #gamedev pic.twitter.com/KVas7qe6Sv— Staggart Creations 🏔🌲 (@_staggart_) April 28, 2021 I made a small compilation of some of the simulations I've been experimenting with recently (reaction-diffusion, cellular automata, and slime mould). The full video is over here: https://t.co/y4YTkaPkUTThe excerpt below is from the CA (based on the awesome work of @slackermanz) pic.twitter.com/C3fNiVmcL1— Sebastian Lague (@SebastianLague) April 28, 2021 Something I painted a while ago and forgot to post here. pic.twitter.com/tWIWMF5fZF— Kevin Gnutzmans (@KevinG_ArtStuff) April 28, 2021 Meet the Smart Hands! 🙌I'm working on the next iteration of my interaction system for @HandPhysicsLab using the combination of predefined hand poses, dynamic IK-based posing and fully physics-based fingers. First prototype is looking promising! 😃#hantracking #oculus pic.twitter.com/2TXisStwSC— Dennys Kuhnert (@DennysKuhnert) April 28, 2021 I decided to have a go at the shiny card challenge @HarryAlisavakis set, using #MadeInDreamsenjoy! pic.twitter.com/UoZuMhYQCA— John Beech (@Johnee_B) April 28, 2021 Here's a lil gamedev trick! You can use a water plane that follows your character while having the shader effects projected in world space! #gamedev #ParadiseMarsh(btw I absolutely stole this tech from @adamgryu )🤫 pic.twitter.com/xvdpFx7Yog— Eti 🔧🎨 (@LazyEti) March 29, 2021 Simple healing AOE: Healing Lotus VFX (BTS video at the end)Full Resolution: https://t.co/LEW10Uk0ui #VFXFriday #vfx #realtimevfx pic.twitter.com/spwdmE0k4F— Kristy Doan (@KristyDoanArt) April 27, 2021 I made some QuadsToBillboardSplats variations based on the awesome shader effect from @pomp_my_ride (thank you so much for sharing!).Foliage, Clouds (soft transparent and dithered) and some painterly jitter brushmarks. I really love this approach. pic.twitter.com/x89i6uuH9S— Edward del Villar (@Ed_dV) April 26, 2021 Quick teaser of this month's patreon brushes for #CLIPSTUDIOPAINT I'm working with. ⚡️It's a bit delayed but proper video example is coming soon! 💦💦 pic.twitter.com/qFvPpOJx5F— Porforever (@Porforever) April 26, 2021 Having produced a card game recently in Marvel Hero Tales & then seeing card shaders popup all over due to @HarryAlisavakis 's challenge, I was inspired to put a sci-fi twist on a foil trading card!#madewithunity #unity3d #gamedev #indiedev #shaders #techart #VFX #gameart pic.twitter.com/HKEluCnrNZ— Dominic Feargrieve (@DomFeargrieve) April 29, 2021 melty candles 4 u #gameart #polycount pic.twitter.com/aT5qHEYz3b— Djörk (@WillKoehler3D) April 29, 2021 A bit late but I finally finished my card shader (@HarryAlisavakis’s challenge)Made entirely on my iPad using my app #ShadeApp with some help from Codea and ProcreateThis uses an anisotropic direction map generated in Shade and some Ray marching for the window pic.twitter.com/eHNmuGQVNG— John Millard (@johntwolives) April 30, 2021 Wooohoo! Triplanar terrain shader with paintable layers. I ended up only using the triplanar part to create a mask for the details on the cliffs as the texture blending created some weird gaps and I was too lazy to look up how to fix them.#madewithunity #shadergraph #indiedev pic.twitter.com/t78TjBlPA0— All City, Kitty! (@AllCityKitty) April 30, 2021 Using some procedural generation really helps me with level design and even performance. I only spawn details around the player and move them if the player moves. This way the same objects can be used to populate the entire level.#gamedev #gamedesign #unitytips #madewithunity pic.twitter.com/BWfRD3Ie8N— OMYOG (@omeletteandyog1) April 29, 2021 I seem to have been making a slightly grotesque hybrid-growth-fluid-blob solver. pic.twitter.com/SyiUrXJKJU— Matt Ebb (@mattebb) April 29, 2021 Heres an old glitch thing i used to doIf you have a terrain generator that can export .raw files, you can import these raw files into audacity and actually see the profile of the terrain! You can then tinker with the sound and then reimport it to get some cool glitch effects… pic.twitter.com/NuHdE5BDyM— 𝖘𝖆𝖎𝖓𝖙 (@stvulture) April 30, 2021 I had time this afternoon and decided to work on my cloud renderer proto for #HDRP in #Unity. I finally got the clouds rendering somehow to a skydome. Clouds are intergrated to the scene background with zbuffer. Next I'll try to get shadows working. #madewithunity #ProceduralArt pic.twitter.com/s55vnNWk3q— Olli Sorjonen (@Olmirad) April 30, 2021 Do you spend hours (or days) debugging arcane Unity bugs? Announcing…🏁The Uninomicon🏁An encyclopedia of the dark technical corners of Unity. It's already packed with info. Please RT and let's get a lot of folks contributing!🏇https://t.co/vqaJwcWTj3 #gamedev #unity3d pic.twitter.com/NTAm9CAqJ1— John Austin (@kleptine) April 29, 2021 For those interested in the exact method I used for injecting the tessellation, see : https://t.co/xebLESKZ75 pic.twitter.com/Opt917ssFP— Cyan ✨ (@Cyanilux) April 30, 2021 線路の高さを一定にして、地形のほうを線路に合わせて変形させてみました。こちらのほうが現実的ですよね。#Houdini pic.twitter.com/Fd6q93qIqm— よしむ (@ysm446) April 29, 2021 パースを調整できるシェーダーが出来たかも。(まだ影が汚いからCast ShadowsはOff) pic.twitter.com/vVup1ZggYf— 千葉章人 (@chiba_akihito) April 30, 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 140 (22.11.2024) Technically Art Technically Art: Issue 139 (16.04.2023) Technically Art Technically Art: Issue 138 (11.02.2023)