Needed a break from C++ and HLSL cos my brain is fried from all the interaction stuff last week.
Here's a sneak peak of my upcoming tutorial content. :)
Procedural rain effects in shader nodes.
#gameart#techart@UnrealEngine
My erosion tool is submitted for approval on FAB!
On a Friday so wont be up until next week.
I had to stop myself from tweaking too much and release it as 1.0 I'll add more features in the future, keeping it simple for now.
It'll also be cheep so people don't have to break the bank getting it ♥️
My wife and son were sick over the weekend, so Monday, turned into Tuesday, now there is one last major bug to fix then its cleanup and submission.
Got the tool in the hands of some testers to put it through its paces. Its a decent workflow for non destructive terrain creation
https://t.co/Qm42DpwRcX
I finally finished my Hex Tile breakdown and have released the files on Patreon for tier two members. As well as 6 free functions shown in the breakdown video. I had fun making this effect so hope you can get something useful from it.
Since it came up in an FPOM thread,
Here is some contact shadow magic I ditched after unreal killed materials using both PDO and RVT together in 5.7 onwards. This is a completely flat material for a personal top down game.
Pipe It is 30% OFF on FAB until Sept. 11th! Go grab it while its cheap!
I've been steadily updating the plugin so you can enjoy it to the fullest on UE5.8, with brand new features on the horizon ;)
https://t.co/D5inwcqSRZ
Finally managed to make a small demo of HC.
STEP file is courtesy of @ThatNgonGuy
If you brave enough, you can grab latest public alpha: https://t.co/i1psq6R1da
and the docs:
https://t.co/pl9sCWcSKP
Discord, videos, etc - maybe later:)
#hardcraft#b3d#plasctity#blender
Hello, I was one of those affected by the layoff at TNM this past Thursday. If you or anyone you know of any openings or would just want to connect please DM me or comment below. I appreciate your help.
https://t.co/0fZ12Zb3fF
Pipe It is on the front page of Fab! 🎉
I still can't believe it. This is my first plugin, seeing it sit there in Recent Releases - with a 5.0 rating no less, has me equal parts excited, proud, and honestly a little stunned.
When I started building a little tool for drawing pipes, I never imagined it would already be hitting milestones like this. I'm so honored!
A big thank you to the #Fab team for their help, Victor Careil, making this a reality, and to everyone who grabbed it, reviewed it, and drew their first pipes with it. You made my year!
And the best is yet to come!
#UnrealEngine #Fab #PipeIt #gamedev #ue5
👉 https://t.co/qVSJNSyPoE
Pipe It is finally out! 🎉
After 7 months of work, my Unreal Engine plugin for drawing pipes is live on Fab. Never assemble pipes by hand again!
4 full kits included - it all works at runtime too AND you can make your own kits too! 👀
Compatible from UE 5.4 - 5.8!
Big thank you to @phyronnaz for the help bringing this plugin to life!
@fab@UnrealEngine #gamedev #plugin #pipes #ue5
Link below 👇
Pipe It, the UE Pipe Plugin is finally 1.0 ready and coming out to @fab in a few weeks!
It's been a fun 6 months journey taking this simple idea and transforming it into a complete tool meant to make pipes easy and fun. UX is such an unseen beast and it renewed my respect to #UX designers across the world.
Here's a small video of the tool working in Unreal 5.7.4, drawing pipes like never before :D.
Would you like to get your hands on this plugin when it comes out? What features would you like to see come out with the plugin? Let me know in the comments.
A big thank you once again to @phyronnaz for his help!
#pipeit @UnrealEngine #ue5 #GameDev #realtime #uxdesign
We would like to thank @Battlefield Studios for the Corporate Platinum sponsorship. Thanks to them, we will be able to continue improving the engine for everyone, and welcome new users who are creating custom Battlefield maps using Godot + Portal.
https://t.co/slQwEyI8LF
Nearing completion on my custom UE5 volumetric lightmap probe system that is volume based (for baked environments).
Uses GPU lightmass as base and then a custom per volume probe system - Completely eliminates light bleeding due to per area control. Allows for blending between volumes and custom resolutions in custom areas.
Will see if i can make this into a plugin - currently this is a full engine fork so i am unsure if i can make it happen! Still some things left before i can call it feature complete but currently its working exactly as intended!
Fully artist controlled both visually and optimization speaking, no more auto probe placement that is affecting the whole level 💫
#UnrealEngine5 #UE5 #GameDev