#TechnicalArt

2025-05-03

For all those who have always wanted to know how to use the Pixel Processor from Substance 3D Designer: somethinglikegames.de/en/blog/

#SubstanceDesigner #TechArt #TechnicalArt

Alessa "Codekitten" BakerCodekitten@mastodon.gamedev.place
2024-09-16

I have a friend looking for a Technical Artist or VFX Artist to do some client work with a background in clouds and volumetrics in UE5, the team is really awesome, and are very creatively driven but they need some help!

Message me here or on discord for more details. β™₯️

#technicalart #vfx

I've just published a video explaining how the new procedural muzzle flash in Liblast works:

youtu.be/k5Xl7R-ffVs |
video.hardlimit.com/w/dmkLjQjs

- unfa

#Liblast #TechArt #TechnicalArt #Guns #FPS #IndieDev #Godot #GodotEngine #IndieGame

2024-07-25

Digging through scripts, going ooh this looks like a cool system, looking at the source and then immediately doing the True Detective cigarette meme

#TechArt #TechnicalArt #GameDev

2024-01-18

I rewrote a function, thought it seemed slower than my previous iteration, benchmarked both and went oh. 60 seconds on the old version, 26 on the new version. It's just eating through a chunky bunch of data lol.
#TechnicalArt #TechArt #GameDev

2024-01-12

I love diving deep enough into Google results that you find forum posts about prototyping Maxscript UIs with flash movies, just top tier wtf did they have to do with the technology they had
#TechnicalArt

If you push UE5's Lumen into the lowest possible spec, with limited draw distance or intensity, you get a really fascinating kind of light?

Reminds me of rain.

#Shader #TechnicalArt #UnrealEngine #UE5

2023-11-09

Today is #PixelProcessor day in my Coffee Break livestream! - youtube.com/live/5s1p7etqlUw
We learn the basics of arguably, the most powerful node of #SubstanceDesigner

#technicalart #3dart #gameart #madewithsubstance

Alessa "Codekitten" BakerCodekitten@mastodon.gamedev.place
2023-11-03

I'm back on Youtube!

In this video I go through five things I believe are useful for Technical Artists to explore in the path of becoming a #ShaderWitch, and five things I think are essential to the job of #TechnicalArt.

(plus a bonus point!)
#UnrealEngine #UE5 #Unity

Link below!πŸ‘‡
youtube.com/watch?v=PwFP2RZ0k9

2023-10-12

Not at my regular computer at the moment, but trying to wrap my head around some Shader logic.

Using Godot4
I want it so that I can pass in an array of textures and an array of heightmaps. It works out what texture to use based on ripping the values out of the UV2 value, and blends them based on values in the Vertex Color. It works out it's UV based on world position; choosing and blending over the plane of it's choice.

Struggling with the bits in highlighter

#shader #glsl #godot4 #godotengine #technicalart

GLSL shader language, godot4 variant, mostly complete with sections in yellow highlighter indicating places that need completing. Syntax errors abound

Highlighted sections are: "vec3 position = world position of the VERTEX (using View Matrix to translate it), multiply it by the TextureScale uniform", "vec2 XUV = _position on the XZ plane", "vec2 YUV = _position on the YZ plane", "vec2 ZUV = _position on the XY plane", "vec4 finalColor = merge finalColorX, finalColorY, and finalColorZ based on the NORMAL, favouring the ones most aligned to it (triplanar mapping?)", and "finalColor = merge finalNormalMapX, finalNormalMapY, and finalNormalMapZ based on the NORMAL, favouring the ones most aligned to it (triplanar mapping?)"
2023-10-08

I finally found the time to write a tutorial on how to implement this hexagonal tiling material:
artstation.com/blogs/haukethie
The two most interesting aspects that I haven't seen described anywhere else:
- use of dithered UVs instead of sampling textures multiple times
- stepped offsets instead of rotation for grid-like surfaces like brick walls, etc.

#gamedev #Unreal #shader #TechnicalArt

2023-01-31

Just used a python metaclass for the first time in several years. First time since moving from 2.7 and it worked with little to no debugging. I am far too happy about this achievement.

Writing code like this makes me feel like I maybe deserve my title of tech artist? Lol

#python #techart #technicalart

2023-01-28

Following up on the post from a few days ago. Here's some explanation of what goes on in that logic.

Let's start with a small house. The whole thing started with me trying to split the house into sensibly sized you would find in a house.

The procedure takes a frame (In Apparance a Frame is the equivalent of a 3D volume) and checks the size of a room and decides if a split **SHOULD** happen and if a split **MUST** happen. Additionally, it checks which one is the longest side and only splits there, the reason here is we don't want to end up with a lot of corridors. (I added a screenshot to illustrate that situation).

Once those checks are made, we pick a random location between a Min and a Max Room size.

It does this splitting operation recursively until a room can't split. If a room does not pass that check a wall goes down on the last valid split.

#procgen #procedural #leveldesign #gamedev #virtualworlds #worldbuilding #unrealengine #apparance #technicalart #ScreenshotSaturday

Screenshot of Procedural Decision for Splitting a Large room into two smaller ones.

It shows three logic nodes.

The first is named MustSplit, takes a frame input, a (float) Min Size and a (float) MaxSize, outputs a (bool) MustSplit

The second node checks for CanSplit, it takes a frame and a (float) MinRoomSize, and it outputs (bool) CanSplit, (int) MinRandomAxis, and a (int) MaxRandomAxis.

The third check for ChooseLongSide the input is a frame, the outputs are (int) LongSizeAxis, and (float) LongSideLenthThe image shows a virtual three-dimensional floorplan rendered in Unreal Engine of a room split into four smaller rooms.A screenshot of a virtual floorplan in Unreal Engine showing a malformed split that leads to really thin corridors.
2022-11-25

Ducks are natural technical artists
#technicalart #gamedev

2022-10-08

@ademalsasa
Thanks πŸ‘ . It's #TechnicalArt πŸ˜„

@excalidraw @FreeCAD

2022-06-24

its not a graphic program btw

πŸ™ƒ 🀭

a drawing of "minecraft" scene in diagram editor containing clouds, sun, blocks and a player looking like kids sketch.

For the last month I've been working hard on a toolkit for visual prototyping in Unity, which is why I've been so quiet. I still have to round it off with some nice presentation, but for now it looks a lot like this:
#art #technicalart #gamedev

A screenshot from Unity showing a scene on  spaceship with holograms, plants and two crewmembers. Stylistic rendering.A screenshot from Unity of floating islands with ruins, grass and a few skeletal pieces. Stylistic rendering.

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