I am working on implementing native face tracking for all my packages. I make my controllers entirely myself, so it will be a lil bit of work. I also have a rather ill timed trip very very soon…but after that I’ll have something ready to show for it! please wait for me 🦊
Happy #PortfolioDay 🌱
I am Emma, a 3D artist from Berlin with a passion for crafting handpainted & stylized game assets!
I am currently looking for new opportunities! Feels free to reach out!
📧 [email protected]
🎨 https://t.co/0FfweyiE2P
😊I made a foam effect that turns any selected model into foam with one click, adding tiny bubbles, surface displacement, and a wet sheen. Soft intersections help it blend naturally against a character’s body.
https://t.co/2MMoznHZMO
Come and subscribe to my Fanbox to download this project
#Unity #VFX #shader #realtime
#Unity #TechArt #VFX #shader #madewithunity
Thousands of pickups don’t need thousands of Actors.
By building a coin pickup system with plain data arrays rather than one Actor per coin, we can add thousands of pickups to the world in microseconds, not milliseconds. The code remains simple to understand and maintain.
We store each coin’s location, credit reward, and mesh instance ID in three synchronized arrays. A single Instanced Static Mesh Component represents the coins in the world. This layout, known as a Structure of Arrays, is one way to apply Data-Oriented Design to your gameplay systems.
It lets us process thousands of pickups with less memory overhead and is more cache friendly than using Actors and Components, which is important for performance.
During the lessons in the new UE5 C++ Course we go into detail on how and when to apply this in your own projects.
Data-oriented Design is nothing new and Unreal Engine has a similar data-oriented system called Mass. But I often see developers learn this approach very late in the process as Unreal Engine is so heavily biased to OOP (object oriented programming). OOP is convenient, but not always the right approach. In the C++ course we explain and apply both.
(1) One thing I’ve noticed that frustrates indie devs is creating animations. As an animator I had no idea people would struggle with it cause it’s what I do all day 😅 So I thought I’d share my workflow which is pretty standard for animators when we start a new shot🧵
When stretched tight, the stockings become more transparent; when compressed—such as when the knee is bent—they become more opaque and develop wrinkles~😊
https://t.co/l6e39Vp5uK
Come and subscribe to my Fanbox to download this project #Unity#VFX#shader#realtime
Ahhhh I can't stop watching these shadows! XD
Our latest battle animation now has individual bones for every body part! That means shadows react to each arm, leg, and movement instead of the character behaving like one flat sprite.
💡 More believable lighting
⚔️Better depth during animation
What do you think? Smash or pass on the new shadows? :3
#gamedev #pixelart #actiongame #indiedev