Ah right! Yeah, unfortunately that doesn't work on non-landscape meshes.. Vertex Colors are difficult to sample without converting your mesh to a dynamic mesh first, so I think multiple meshes would be a better fit! (Or having a custom tool to separate your mesh into multiple meshes at the end)
15.10.2025 06:57 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
If you differentiate your sounds via Physical Materials, then you can do this pretty easily in your landscape material! You can use the "Landscape Physical Material Output" node for this. Each layer will then output their own assigned Physical Material for you to read and use as data for your sound!
15.10.2025 06:26 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
For me, visualising everything has been the game changer! Debug UIs, VisLogs, Draw Debug Shapes, all of it. Even for materials, visualise what is actually happening, and it makes debugging that much more efficient.
If it changes dynamically; visualise it.
18.08.2025 14:27 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
I left little critiques on lots of game trailers so here's a thread with the most common issues (and additional reading) ๐งต
1. Don't put logos at the start. It's just dead air that could be gameplay, which is 100000000X more interesting.
www.derek-lieu.com/blog/2021/3/...
17.08.2025 13:14 โ ๐ 429 ๐ 130 ๐ฌ 10 ๐ 14
Alright, due to popular demand, let's start talking about the
๐ถ Beasts with the fur (with the fur) ๐ถ
in โจHERDLING โจ
Here's a ๐งต with the process and tech behind the fur on our fluffy Calicorns:
04.08.2025 10:23 โ ๐ 152 ๐ 48 ๐ฌ 6 ๐ 3
The thumbnail for the posts, depicting a Magic the Gathering Card called Sol Ring with a foil shader applied.
I've been experimenting lately with a Foil Shader, for those interested, you can read more about it here on ArtStation:
www.artstation.com/artwork/mAPbb9
or on LinkedIn:
www.linkedin.com/pulse/foil-shader-experimentation-luc-sweers-avoqe
29.06.2025 14:19 โ ๐ 2 ๐ 1 ๐ฌ 0 ๐ 0
The thumbnail for the posts, depicting a Magic the Gathering Card called Sol Ring with a foil shader applied.
I've been experimenting lately with a Foil Shader, for those interested, you can read more about it here on ArtStation:
www.artstation.com/artwork/mAPbb9
or on LinkedIn:
www.linkedin.com/pulse/foil-shader-experimentation-luc-sweers-avoqe
29.06.2025 14:19 โ ๐ 2 ๐ 1 ๐ฌ 0 ๐ 0
It might be worth looking at FlowGraph (from MothCocoon)! You can create custom nodes for the editor and fully dictate how it progresses. Should give a nice overview, I've used it before on a few projects and like it a lot!
13.05.2025 13:14 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
Not really, no. It still allows your child components to have their own transforms, so it shouldn't cause any issues!
25.04.2025 08:36 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
You can swap the scene root for a billboard component! That'll achieve the effect you want :)
If you drag the billboard component into the scene root, you'll be able to set it as the root, and then just delete the old scene component.
25.04.2025 06:18 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
I hope you'll feel better soon, Kate! ๐
15.04.2025 00:11 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
To showcase some of the features that were added in UE5.5, I've created a custom tool, fully in blueprints, that mimics the District Painting tool in Cities: Skylines.
You can read more about it here:
www.linkedin.com/pulse/beauty...
#techart #gamedev #unrealengine
21.03.2025 16:30 โ ๐ 16 ๐ 5 ๐ฌ 0 ๐ 0
For this #VFXFriday I'd like to share my latest project, "Tidal Ascendance", inspired by the Shaman class in World of Warcraft. Made for the @vfxapprentice.bsky.social Portfolio Bootcamp, led by Kees Klop (SmearKees).
View the whole project here:
www.artstation.com/artwork/Gv9PmB
07.03.2025 11:59 โ ๐ 15 ๐ 4 ๐ฌ 0 ๐ 0
You got this! If it helps, don't be ashamed to take notes on what you're doing, and commenting your work; it's a great habit! And will make it easier to digest!
24.03.2025 23:41 โ ๐ 4 ๐ 0 ๐ฌ 2 ๐ 0
To showcase some of the features that were added in UE5.5, I've created a custom tool, fully in blueprints, that mimics the District Painting tool in Cities: Skylines.
You can read more about it here:
www.linkedin.com/pulse/beauty...
#techart #gamedev #unrealengine
21.03.2025 16:30 โ ๐ 16 ๐ 5 ๐ฌ 0 ๐ 0
Absolutely! I'm currently just finishing up a few things so I can post and display what you can do with the new Scriptable Tools system, in combination with Niagara and HLSL ๐
But of course! My DMs should be open (I think at least, couldn't find a setting to change it?) whenever you want some help!
20.03.2025 14:19 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
Wonderful to see you learning Blueprints!
Feel free to let me know if you need some help with certain aspects, always happy to help out!
19.03.2025 14:02 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
I'm going to start this sequence of posts of recent FX I've made during the VFXA Portfolio Bootcamp with the first assignment; a waterfall. There are some things I'd change if I would redo it, but overall, I'm very happy with the result!
View the full effect here:
www.artstation.com/artwork/lGyGJO
15.02.2025 16:40 โ ๐ 3 ๐ 1 ๐ฌ 0 ๐ 0
Next on the line I made this exploding crystal sphere. The main challenge I set myself was creating it all in a single Niagara system, including all animated assets. I had a lot less time for this one, but I'm still proud of it!
You can look at the effect here:
www.artstation.com/artwork/5WZWmz
15.02.2025 16:45 โ ๐ 0 ๐ 1 ๐ฌ 0 ๐ 0
The last one, for now, is this Crystal Scythe technique I made based on a concept I've made that's heavily inspired by TemTem, as my mentor is Kees Klop for this bootcamp.
Looking forward to sharing more later!
Take a look at the full effect here:
www.artstation.com/artwork/mA0zJv
15.02.2025 16:50 โ ๐ 1 ๐ 1 ๐ฌ 0 ๐ 0
For this #VFXFriday I'd like to share my latest project, "Tidal Ascendance", inspired by the Shaman class in World of Warcraft. Made for the @vfxapprentice.bsky.social Portfolio Bootcamp, led by Kees Klop (SmearKees).
View the whole project here:
www.artstation.com/artwork/Gv9PmB
07.03.2025 11:59 โ ๐ 15 ๐ 4 ๐ฌ 0 ๐ 0
The last one, for now, is this Crystal Scythe technique I made based on a concept I've made that's heavily inspired by TemTem, as my mentor is Kees Klop for this bootcamp.
Looking forward to sharing more later!
Take a look at the full effect here:
www.artstation.com/artwork/mA0zJv
15.02.2025 16:50 โ ๐ 1 ๐ 1 ๐ฌ 0 ๐ 0
Next on the line I made this exploding crystal sphere. The main challenge I set myself was creating it all in a single Niagara system, including all animated assets. I had a lot less time for this one, but I'm still proud of it!
You can look at the effect here:
www.artstation.com/artwork/5WZWmz
15.02.2025 16:45 โ ๐ 0 ๐ 1 ๐ฌ 0 ๐ 0
I'm going to start this sequence of posts of recent FX I've made during the VFXA Portfolio Bootcamp with the first assignment; a waterfall. There are some things I'd change if I would redo it, but overall, I'm very happy with the result!
View the full effect here:
www.artstation.com/artwork/lGyGJO
15.02.2025 16:40 โ ๐ 3 ๐ 1 ๐ฌ 0 ๐ 0
Hey! Big fan here :) Haven't posted yet here, but will start to do so soon!
05.01.2025 08:45 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
Tip on planning video games
Here is a collection of stuff I learned over the years about direction and production of games ๐งญ
These worked for me, hopefully it can inspire or be useful to you.
Thread with #gamedev tips starts here 1/
๐งต
18.12.2024 08:02 โ ๐ 49 ๐ 15 ๐ฌ 13 ๐ 0
Thank you for making this amazing pack!
Wrapping up a few things before I'm going to start posting VFX and Tech Art stuff here as well in case there are some more spots available :)
06.12.2024 15:21 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
Subtitles arenโt just for deaf or hard of hearing players. Theyโre important for players in loud environments (who canโt use headphones), non-native speakers who rely on text to follow dialogue, and many neurodivergent folks who struggle to focus or process audio quickly. Just to mention few.
01.12.2024 11:55 โ ๐ 22352 ๐ 2799 ๐ฌ 691 ๐ 241
The intro title shot from the PS3 game Journey. This is from the finished game. The title "Journey" is displayed above a distant mountain, with the player character seeing it from atop a sand dune.
The intro title shot from a work in progress version of Journey. The title's font is different, the composition is asymmetrical, and the distant mountain is not as tall as the final version.
My initial sketch for the title shot for the game Journey. A simple, small line drawing featuring the player character in the foreground and the mountain in the distance.
10th anniversary Journey thread, recreated:
I was the art director of thatgamecompany's Journey. It set the course of my career and my art. I'm forever thankful to the community of players and their incredible love for the game. This is a thread comparing early dev images and how things shipped.
23.11.2024 22:59 โ ๐ 3181 ๐ 1159 ๐ฌ 114 ๐ 98
No ads. No AI. Just videogame coverage that matters.
video games.
Associate Design Director at CD PROJEKT RED on Project Sirius. Prev: Housemarque (Returnal), Arkane Austin (Redfall), etc.. Personal account.
https://trentpolack.com
๐ฌ Game trailer editor who made trailers for:
Half-Life Alyx, Among Us, Psychonauts 2, Riven, Spelunky 2, Firewatch, Dead Cells, Viewfinder, Stray Gods, and more!
He/him
https://dereklieu.carrd.com
Celebrating independent games & helping you self-publish games to Xbox & Win 10 ๐ YouTube ๐บ http://youtube.com/idxbox Contact us ๐ id@xbox.com
Lead VFX Artist @ EVE Online - CCP GAMES. 50% Real-Time FX, 50% EVE Online, 50% Random Stuff, 0% Math. Opinions are my own. He/Him. #realtimevfx #gamedev
www.artstation.com/andrebragason
๐ฅ Stylized visual FX training for video games and animation. Join the rapidly growing community and start your FX journey today. https://bit.ly/4ioahkM
๐ฎ โจ The BEST way to find accessible games that fit your needs and preferences.
Thousands of games researched, free, and 100% private.
โก๏ธ Discover accessible games: www.abletoplay.com
๐ Join the community: https://discord.gg/UwM4hamVqW
Co-founder @ IndieBI & Uwu Advisory, advisor @ Kepler Interactive๐
Biz @ PVKK/Gang Beasts/The Baby in Yellow
Board @ Radical Forge -------------Past: Robot Teddy, Among Us, SUPERHOT VR, Oculus, Kowloon, Raw Fury
Concept Artist | Illustrator | Paleoartist | he/him
Discord Server: http://discord.gg/arvalis
Contact: arvalis@mac.com
Portfolio: https://rj-palmer.com
Store: http://rjpalmerstore.com
Author of an upcoming Fantasy Romance Novel.
Senior Technical VFX Artist (game dev)
โจ๐โจ
the_glitch_mage
VES
https://www.artstation.com/fleming
Ex: @SEMC, @FreeRangeGames, @Bungie, @EA
UEFN Fornite Creative Partner use code Brian_VFX
Technical Artist at Crema Games and member of Voragine Game Studios
Technical Artist in the Video Games Industry
๐น๏ธ Interests are: ๐ ๏ธShaders, ๐Houdini, ๐ฅคBlender, ๐งจVFX
https://www.artstation.com/westoca
๐ฎ Creating stylized characters for games!
๐ Berlin, Germany
โฌ Find more art:
linktr.ee/maanunoo
๐ฎ indie tech artist
๐๏ธ I made Shader Forge & Shapes
๐ working on https://half-edge.xyz
๐ฅ shader sorceress
๐ math dork
๐ฅ rare YouTuber/streamer
๐ก ex-founder of @NeatCorp
my kids:
๐ฅช @toast.acegikmo.com
๐ฅ @salad.acegikmo.com
๐โโฌ @thor.acegikmo.com
Game Developer and Tech Artist โจ
passivestar.xyz
Creator of the Falconeer, BAFTA nominated Artist,passionate about games as Art. Honorable Luddite, Working on Bulwark.
Videogame Art & Tech dabbler
๐ผNow: Associate LeadArtist @ Pugstorm
๐Worked on: CoreKeeper, Revita, Elsie
๐ฆ๐บ๐ธ๐ช Solo Game Dev + Guitarist!
๐ผ Senior Tech Artist @ Mojang
๐ฃ BOMBSHELL BLITZ: https://store.steampowered.com/app/3445610/
linktr.ee/artofsully
Procedural art nerd, ยฝ of Pounce Light with @h3r2tic.bsky.social, co-creator of #TinyGlade a diorama doodling game ๐ฐ๐ฟ s.team/a/2198150 ๐ณโ๐๐