I had so much fun making the Bleak Sword sound effects, mostly mouth sounds pushed through ridiculous amounts of distortion and compression and then more distortion and compression, stretching and pitch shifting, maybe some more distortion and compression :D
we tested a novel method for the architecture in this game where everything shares the same material, which samples the vertex colors for occlusion, edge clipping, damage and texture variation masks. no uv's (triplanar shader), no texture masks (vertex colors) and 1 draw call.
projecting a TextMeshPro onto an arbitrary surface by doing mesh-decals: extrude each character-quad into a prism, and then copy out the portions of the surface mesh which are inside those prisms
A method for avoiding repetition when tiling textures.
The original code has been developed by mmikk and I just implemented it in Unreal Engine by writing HLSL code in the UE's Custom node.
#UE5#hlsl#shader#pattern
Finding good GAME DESIGN RESOURCES takes a lot of time and effort.
I’ve collected a few over the course of three decades+
I’m going to share some with you.
Hey there👀
Here's a little effect I've made for the previous Real Time VFX challenge with the theme "Level Up"
Check the full breakdown on Real Time VFX : https://t.co/lGxUqg9ftH
Also get the source files on GitHub : https://t.co/q3wY2GM49b
#vfxartist#vfx#madewithunity
I’m still swamped with packing to prepare for my move at the end of the month. The apartment is looking like a crazy maze atm. I did find time to do my first Blender test render, using an old sculpt of mine. It’s neat to see what we can get with no textures#piccolo