Here are some of my locations featured in #CyberpunkEdgerunners show I did a while back when I was in Poland working at @CDPROJEKTRED . It's quite cool to see all the content / designs we created in the anime. If you wanna know more... Check out this thread!! ⬇️⬇️⬇️
I also got sick of opening photoshop to create dials. so here is https://t.co/HQ1TJEWAb5 where you can create your own. Save presets. Export as png/svg.
have fun
Mallet brings Source 2 map editor tools into Blender.
Hotspot UVs, physics placement, fly camera, scale cage, mirror handle, material manager, AO vertex baking and more.
All built around fast workflows for Source 2, Unreal, and Unity.
link in comments
I made a shader for projecting parallax cylinder with texture mapping, designed to improve detail of environment without using real geometry, everything is projected on a 4 vertices grid!
Breakdown / Node in my artstation link in comment!
#realtimevfx#UnrealEngine#UE5
After 4 months of hard work, my Blender add-on is finally out of beta! Paint light directly in the viewport like you paint in Photoshop. No nodes, no wiring, no hassle. #blender#b3d
RELEASE DATE ANNOUNCEMENT
INDUSTRIA 2, our singleplayer FPS adventure comes out next week, April 15th.
Three long years of punching above our weights with a team of 8 devs scattered around the globe culminates in something we're super proud of💛
Wishlist links below ⬇️
My erosion filter is out! Video, blog post, and shader source.
It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks.
Explainer video:
https://t.co/4PbOmFNfDf
Companion blog post:
https://t.co/JkLbHHdMBC
#ProcGen#vfx#GameDev
My "Light Propagation Volume" plugin for #UE5 is now featuring Cascades system! It adds much longer light bounce distances, than what could be previously seen in the UE4's LPV implementation.
Still some work to do, performance-wise as well :) But it's shaping up very nicely.
A couple of people asked about using custom normals to control shading. This is absolutely something you can do, and face-weighted normals are a great option. Provided your vertex budget is high enough to bevel your edges, which FWN generally requires.
Model by @ThatNgonGuy
Not sure how much you may like to see tech art here, but here is an example of what can be done with pre-cashed destruction. cheap but looks cool. I bet that BF used the same or nearly the same technique.