✨Hi #VisibleWomen !✨
✨Portfolio: https://t.co/d4ImhVs6Je✨
My name is Alex and I have switched careers to become a game artist! Specifically, a Technical Environment Artist and I love making models and bringing them to life using technical art skills!
Came up with a real simple way to make these flasks look like they have liquid! 💦
1. Model glass & invert the normals
2. Model the liquid
3. Rig the liquid with a bone facing up
4. in engine apply "jiggle physics" with negative gravity
#gamedev#unity#blender#animation#b3d
I've made a low cost glass shader to improve performance where I used a masked material and used Temporal Anti-Aliasing (TAA) to blend the dithered mask into a smooth gradient. #UE5#UnrealEngine#shaders#techart
Started with: A characters interact with grass
Then: The grass needed wind. So why not combine them?
Then: Sword swings should also push the grass around like wind...
Finally: 2D wind field + simple 2D fluid
Classic gamedev moment: scope creep hits different #gamedev#Unity
Alpago Göktena shared a surprisingly simple wind effect made in Unreal Engine.
It uses stretched Perlin noise sampled in world space to drive the motion, creating a convincing “wind hitting grass” look with minimal setup. 🍃
See more: https://t.co/98NpBTcbnI
#UnrealEngine5
Working on a news letter article about Diablo 3 VFX techniques and how you can take them a little bit further. In this case we're using a custom nonlinear gradient to define the volume of our smoke. We take D3's psuedo volumetric smoke techniques and make it react to the suns position and color.