🔥 Fire FX Tutorial – Now Live on Gumroad! 🔥
It’s finally here! My full 2D Fire FX Tutorial is now available.
Use code FIRELAUNCH40 at checkout to save 40%!
🕒 Valid from October 22 to 25 only.
👉 Grab it now:
https://t.co/MVATUG7YHm
#2DFX#FxAnimationTutorial#FireFX
You can easily set up a custom decal UV system using the WorldPositionBehindTranslucency node. Works great on both meshes and particle sprites! #UnrealEngine#VFX#GameDev#RealtimeVFX#UE5
I really like playing with materials in Unreal Engine. It's like a break from creating gameplay. You probably know that my Sci-Fi game will have a variety of energy. I like VectorToRadialValue node, so, here's another prototype #UnrealEngine#UE5#tips#gamedev
In Blender, whats a good way to select every nth edge, poly or vert? I want to select every 2nd, 3rd etc of something in an easy way.
in Modo you can simply set the pattern like the image and hit the up arrow. Super neat.
I'm starting a new series of tutorials that explain the creature's locomotion in detail. We'll go through each part of the state machine and discuss various tricks and non-obvious moments. The rig and animations are free and available for download. All links below:
🧑🏫 How to make a glass/refraction shader:
🍷 Refraction will ultimately have the effect that whatever is behind your mesh should appear distorted by the surface of the mesh itself. We're not going for external caustics projection, just modelling glass-like, distorting "transparency".
🌆 In Unity, you can sample the *global* _CameraOpaqueTexture (make sure it's enabled in your URP asset settings), which is what your scene looks like rendered without any transparent objects. In Shader Graph, you can simply use the Scene Colour node.
🔢 The UVs required for this texture are the normalized screen coordinates, so if we offset/warp/distort these coordinates and sample the texture, we ultimately produce a distorted image. We can offset the UVs by some normal map, as well as a refraction vector based on the direction from the camera -> the vertex/fragment (flip viewDir, which is otherwise vertex/fragment -> camera) and normals of the object.
📸 Input the (reversed) world space view direction and normal into HLSL refract. **Convert the refraction direction vector to tangent space before adding it to the screen UV.** Use the result to sample _CameraOpaqueTexture.
refract(-worldViewDirection, worldNormal, eta);
eta -> refraction ratio (from_IOR / to_IOR),
> for air, 1.0 / indexOfRefraction (IOR).
IOR of water = 1.33, glass = 1.54...
💡 You can also do naive "looks about right" hacks: fresnel -> normal from grayscale, which can be used for distortion. Or distort it any other way (without even specifically using refract at all), really...
🧠 Thus, even if your object is rendered as a transparent type (and vanilla Unity URP will require that it is), it is fully 'opaque' (max alpha), but it renders on its surface what is behind it, using the screen UV. If you distort those UVs by the camera view and normals of the surface it will be rendered on, it then appears like refractive glass on that surface.
> Transparent render queue, but alpha = 1.0.
The new Auto-Cage feature in #Substance3DPainter takes the guesswork out of setting ray distances for normal map baking.
No more endless tweaking or manual adjustments. Auto-Cage automatically will generate the ideal settings by comparing your low and high-poly meshes.
Add more style, texture, and impact with #Substance3DPainter’s new filters. From Stylization to Bevel Smooth & Quantize, there are 6 new ways to push your textures further and help you get the look you’re after.
Learn about all the different new filters: https://t.co/UDublegFEm
A Reddit user Eugenia showed an experiment with interactive foliage runtime in Unreal Engine 5, creating this appealing demo.
Every plant was rigged in Blender and then brought to UE5: https://t.co/oz9K77vzXL
Wicked fans,
As promised last year - after a long time of not being able to share what we’ve been working on, we’re extremely excited to finally be able to reveal our next monumental Update for No Rest For The Wicked - The Breach.
The amount of new features, added content, improvements and changes in this Update call for a true deep dive. And so, we will be kicking off our big 2025 campaign with a Wicked Inside overview of the Breach, all that is new with Moon and our updated Early Access Roadmap.
From now on you can also expect more constant and frequent communication on all of our official channels leading up to and beyond this big beat.
We believe it will be worth the wait and can’t wait to see all of you on March 11th!
The Moon Studios Team
#NoRestForTheWicked #MoonStudios #Steam #EarlyAccess #Trailer #arpg #rpg #action #adventure #horror #dark
New nodes, new possibilities! 🍀 Dive into color manipulation in #Substance3DDesigner using the new Quantize Color and Kuwahara Filter nodes. Full breakdown: https://t.co/P0FQtNq1KO
I am struggling with a material and now I realized that almost 75% of it is just the base color .... I don't know where I saw this trick but it is something wonderful, whoever shared it is a being of light because it has saved me a lot of time
The Witcher 3 #REDkit is now available for free for all owners of the game on PC!
As a player, you’ll soon be able to enrich your time in The Witcher 3: Wild Hunt with a wealth of new content created by the community!
As a modder you’re about to get your hands on the same set of tools that RED developers used to create The Witcher 3: Wild Hunt almost a decade ago — refurbished and adjusted to the needs of modders!
Start your adventure with mods now: https://t.co/Zww0aJUqHm
3 pills so 3 points.
1. There's cliques in the weapon artists world. It's obvious and it sucks. Avoid it. Just focus on yourself and your own art.
2. There's only so many ways to present your artwork, don't be surprised if your "new" way of showing off your work gets copied. It'll change over time like most trends.
3. Loud arrogance is often confused with confidence and "the right way" by younger and budding artists. Most of the best and worthy to follow artists aren't vocal and just get on with their art.
Lead Character Artist Nick Gaul shares his breakdown of King Grayskull, inspired by the @MastersOfficial franchise. In this article, he talks goals, tools, modelling, props, cloth, hair & fur, sculpting, texturing, lighting & rendering in @UnrealEngine.
https://t.co/SEtuEjmnAx
Recently, users have reported that Ubisoft is interrupting their gameplay with pop-up ads for their other games.
Details: https://t.co/TXDn6kiNtF
#games#videogames#gameinsudtry
Preview video by Fab