For all those who have always wanted to know how to use the Pixel Processor from Substance 3D Designer: https://www.somethinglikegames.de/en/blog/2025/pixel-processor-01/
For all those who have always wanted to know how to use the Pixel Processor from Substance 3D Designer: https://www.somethinglikegames.de/en/blog/2025/pixel-processor-01/
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₯οΈ
I've just published a video explaining how the new procedural muzzle flash in Liblast works:
https://youtu.be/k5Xl7R-ffVs |
https://video.hardlimit.com/w/dmkLjQjswcPERpX4hEVqQL
- unfa
#Liblast #TechArt #TechnicalArt #Guns #FPS #IndieDev #Godot #GodotEngine #IndieGame
Digging through scripts, going ooh this looks like a cool system, looking at the source and then immediately doing the True Detective cigarette meme
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
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.
Today is #PixelProcessor day in my Coffee Break livestream! - https://youtube.com/live/5s1p7etqlUw
We learn the basics of arguably, the most powerful node of #SubstanceDesigner
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!π
https://www.youtube.com/watch?v=PwFP2RZ0k9A
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
I finally found the time to write a tutorial on how to implement this hexagonal tiling material:
https://www.artstation.com/blogs/haukethiessen/BPb7/cheap-hex-tiling-for-every-occasion
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.
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
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
Ducks are natural technical artists
#technicalart #gamedev
@ademalsasa
Thanks π . It's #TechnicalArt π
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