Davit Masia - GameDev & PixelArt's Avatar

Davit Masia - GameDev & PixelArt

@davitmasia.bsky.social

ℹ️ PixelArt & Gamedev / Indiedev account βš™οΈ Engines :: Construct 3 & Unreal Engine 5 - πŸ“¦ GameDev Bundle :: https://itch.io/s/86346/ πŸ–ΌοΈ 8bit conversion tool :: http://kronbits.itch.io/pixatool πŸ•ΉοΈ Unreal Racing :: http://kronbits.itch.io/unreal-racing

4,736 Followers  |  200 Following  |  614 Posts  |  Joined: 24.07.2023
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Posts by Davit Masia - GameDev & PixelArt (@davitmasia.bsky.social)

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Somebody using Unity Version Control?

Im using it for my Unreal Engine project, and seems they changed the free tier with this upgrades:
5gb cloud storage > 25gb
3 free seats > Unlimited

I mean, thats a big upgrade, but coming from Unity... is there any con im missing? #Gamedev #Indiedev

03.03.2026 20:06 β€” πŸ‘ 14    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0
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GameDev MEGA Bundle ⚑️ 32 Items ⚑️ 90% OFF !!
Get here > itch.io/b/3440

Now includes a 5000 Retro SFX pack
and SpriteMancer by @codemanu.bsky.social ‼️

DRM FREE & UP to 4 Steam Keys.
32 items: Games, Tools, SFX, Textures...
#GameAssets #Gamedev #Indiedev

02.03.2026 07:57 β€” πŸ‘ 11    πŸ” 6    πŸ’¬ 0    πŸ“Œ 0
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GameDev MEGA Bundle ⚑️ 32 Items ⚑️ 90% OFF !!
Get here > itch.io/b/3440

Now includes a 5000 Retro SFX pack
and SpriteMancer by @codemanu.bsky.social ‼️

DRM FREE & UP to 4 Steam Keys.
32 items: Games, Tools, SFX, Textures...
#GameAssets #Gamedev #Indiedev

02.03.2026 07:57 β€” πŸ‘ 11    πŸ” 6    πŸ’¬ 0    πŸ“Œ 0
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What?, no idea about that, i just fixed with wordAlignedNormal.

01.03.2026 07:49 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Thats what the material is for, a triplanar material to texture any maesh no matter shape or rotation. Any idea whats the fix?

28.02.2026 15:23 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Somebody knows how to fix the wrong normals when you rotate the mesh to keep them correct?

I know there is a fix, but cant find.
#UnrealEngine #UE5 #Gamedev #Indiedev

28.02.2026 14:18 β€” πŸ‘ 5    πŸ” 2    πŸ’¬ 2    πŸ“Œ 0
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Much better 8 colors randomized that WIP2 but in this case the rule not meets, some H/V/D colors together, but at least max 2 H/V and max 3 diagonals.

fragcoord.xyz/s/839x5mht

28.02.2026 11:32 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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8 Colors Randomized (WIP2) Places 8 color random trying to avoid Horizontal, vertical and diagonal while giving the most random feeling. by @Matriax

New experiment with 8 Colors, Rules:
1. No Horizontal, Vertical or Diagonal with same color
2. Max random as possible

> fragcoord.xyz/s/8spl1bz7

Just not enough randomized, @xordev.com any idea? I think with 8 colors should be possible right? For white and blue noise. Btw will try 9 colors too.

26.02.2026 20:58 β€” πŸ‘ 2    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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Yeah, for a bluenoise style i already have this one:
fragcoord.xyz/s/43k9qrj9

The goal is achieve one like this.

24.02.2026 21:59 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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4 Colors Random v2 (BlueNoise style) 4-color random colors > No Horizontal or Vertical neighbor > Max 2 diagonals of same color > Bluenoise style by @Matriax

4 Colors Random v2 (BlueNoise style)

> No Horizontal or Vertical neighbor
> Max 2 diagonals of same color
> Bluenoise style

fragcoord.xyz/s/43k9qrj9

24.02.2026 21:09 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Using @xordev.com version, but more randomized.
Shader: fragcoord.xyz/s/4sc2dqx8

Still lots of diagonals of same color but les recognizable patterns. Hard to get the maths of the one done manually with max 2 diagonals of same color.

24.02.2026 20:23 β€” πŸ‘ 2    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0
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Im playing around, there are lots of errors and repetitive patterns but there is no more than 2 of same color in any direction.

Basically is like creating a bluenoise with just 4 colors with max constraints.

24.02.2026 19:44 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Also in your shader site, can accept images or only code actually? If so, you may use this one.

Is to randomize a floor texture in unreal engine. The other rule is that in case of same tile in diagonal, rotate to 90ΒΊ. That i think should give the max randomization.

23.02.2026 17:10 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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And there are lots of recognizable patterns like this one. So i will say is not that simple :P

23.02.2026 16:46 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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In my image posted when i did manually there are some 3 diagonals of same color max, but should be max 2, and also there are some visible patterns on some diagonals.

At the end, as said im looking for the most random possible, which i think should fit that rules, maybe im missing some.

23.02.2026 16:37 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

There are diagonals with 8 consecutive of same color, max should be 2.

Let me be more clear about the rules:

- No same tile horizontal or Vertical
- Max 2 same tiles in diagonal
- No same pattern order in rows or columns

Im looking for the most random possible with 4 tiles.

23.02.2026 16:32 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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How good is texture graph?

Im not expecting the Substance Designer level, but wonder if somebody used it, whats the best quality can be achieved, and if there is already presets or files to purchase, like the .SBSAR for substance designer to take a look.

#UnrealEngine #UE5 #Gamedev #Indiedev

23.02.2026 13:45 β€” πŸ‘ 10    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
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The idea is something like the image attached, source:
youtu.be/unyoujowwoc

But there are lots of neighbor repeated, even 7 times in some cases, yeah rotated 90ΒΊ but still.

Full random, only diagonal neighbor and in that case rotated 90ΒΊ.

22.02.2026 17:24 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Algorythm to get the most random tiles with only 4 different types?. Every horizontal and vertical neighbor have to differ, diagonal neighbor is allowed, but if possible constraint always to 2 max.

I did this manually, seems possible, but no idea about the math behind. What you think @xordev.com ?

22.02.2026 17:09 β€” πŸ‘ 4    πŸ” 1    πŸ’¬ 3    πŸ“Œ 1
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Actually using a 256x256 texture. To avoid the visible tilling my idea is create a 1024x1024, then 4 stripes of 1024x256, then somehow in the material tell it place concatenated, so it will be a 4096x256, enough to avoid that.

Sombedoy knows if possible? How?
#UnrealEngine5 #UE5 #Gamedev #Indiedev

13.02.2026 19:43 β€” πŸ‘ 9    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
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Actually using a 256x256 texture. To avoid the visible tilling my idea is create a 1024x1024, then 4 stripes of 1024x256, then somehow in the material tell it place concatenated, so it will be a 4096x256, enough to avoid that.

Sombedoy knows if possible? How?
#UnrealEngine5 #UE5 #Gamedev #Indiedev

13.02.2026 19:43 β€” πŸ‘ 9    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
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Introducing FragCoord: My ultimate shader editing tool!

13.02.2026 02:20 β€” πŸ‘ 288    πŸ” 84    πŸ’¬ 11    πŸ“Œ 8
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HELLSCREEN 1.0 is OUT of early access!
It's a Retro FPS with Metroid-vania lite elements & a rear view mirror.

Yes, you can shoot behind you!

My favorite player description of it is
"The most fucked up driving game I have ever seen"

Buy it below!

13.02.2026 17:07 β€” πŸ‘ 366    πŸ” 125    πŸ’¬ 11    πŸ“Œ 6
F1 25 - RTX 5090 Max Settings Path Tracing + Real Life ReShade 4k DLSS 4.5  PC Gameplay!
YouTube video by DubStepZz F1 25 - RTX 5090 Max Settings Path Tracing + Real Life ReShade 4k DLSS 4.5 PC Gameplay!

Besides too much chroma aberration,etc... looks like TV
www.youtube.com/watch?v=Hnor...

11.02.2026 20:52 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Before people say that is too much, I took some refs from real life. Obviously used at 200-300km/h repeteadly but you got an idea, After see the color, glow,etc... is fine is jud decrease how fast it gets heat to fit the car speed.

11.02.2026 07:54 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 1
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Brake disk heating. What you think?
#UnrealEngine #UE5 #GameDev

10.02.2026 19:22 β€” πŸ‘ 17    πŸ” 3    πŸ’¬ 2    πŸ“Œ 0

No idea about this site, so cool!

10.02.2026 11:10 β€” πŸ‘ 8    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

And as mentioned, cheap triplanar (1 lookup) + Dithering (For smooth edges) + WorldAling, to blend nicely between different mesh + BreakTiling methods maybe, like the hex based ones or cheap ones like cellbombing.

10.02.2026 08:41 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

I mean, actually to use HotSpot or trimshets, you have to create a specific image of the texture you want to use, with tiled and different sizes, then setup, etc..

But in theory triplanar method, should do the same without need to do specific textures/setup and cover any mesh not only rectangles ΒΏ?

10.02.2026 08:37 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 3    πŸ“Œ 0
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And thats what im trying, check images attached.

Thats my original question:
"Have you tried any triplanar method to avoid create & setup textures for hotspot"

Because maybe he discarded the triplanar and did hotspot/trimshets for a reason and wanted to know his thoughts.

10.02.2026 08:32 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0