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slaen

@feigndev.bsky.social

NSFW artist and game developer. Currently making Feign an open world fantasy crpg for adults. www.patreon.com/slaen Expect bugs, jank, and placeholder assets! I'm a solo indie dev and things take time but I'm moving as fast as I can.

81 Followers  |  124 Following  |  96 Posts  |  Joined: 19.06.2024  |  2.268

Latest posts by feigndev.bsky.social on Bluesky

UE5 viewport screengrab showing a pink shiny sphere with very glossy plump purple lips from 3 different angles.  It's in one of the test maps with a default generic sky and green grass plane in the background.

UE5 viewport screengrab showing a pink shiny sphere with very glossy plump purple lips from 3 different angles. It's in one of the test maps with a default generic sky and green grass plane in the background.

Making the pickup mesh for the slime hood and ๐Ÿค” I'm tempted to rig and animate this by itself now. Maybe slimeball NPCs?

lol #indiedev #gameart #UE5 #gamedev

26.02.2025 14:27 โ€” ๐Ÿ‘ 14    ๐Ÿ” 4    ๐Ÿ’ฌ 5    ๐Ÿ“Œ 0

The old stuff is mostly for max or maya - but all of the fundamentals will transfer to Blender.

And if you're going for a more stylized texturing look I can write some stuff like this up if you want - bsky.app/profile/feig...

Hope that helps! โœŒ๏ธ

25.02.2025 22:24 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Tutorial โ€” Development Blog โ€” Jeremy Ernst

Rigging - I'm not super great with but I use stuff from this dude www.jeremyernst.com/devblog/cate...
and he's got some digital tutors stuff www.pluralsight.com/authors/jere...

or a decent alternative is stuff like www.3dmotive.com/courses/cate...

25.02.2025 22:24 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
polycount

๐Ÿ‘‹ A lot of it depends on where you're starting and where you want to end up - I'm assuming games since you mentioned low poly stuff?

A good starting point if you don't mind digging is wiki.polycount.com/wiki/Polycount

The downside is there's a lot of old 404'd links there ๐Ÿ˜ญ

25.02.2025 22:24 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Oh, completely forgot to mention -- this is super heavily inspired by some of the amazing work from @missdomme.bsky.social !!!

And eventually I'll try to tackle one of the full suit transformations!

17.02.2025 17:06 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
UE5 screenshot of a player in a chainmail bikini, leather gloves, and a sword on their back, with a pink slime hood on their head.  They're standing in a test level - a plane with a generic repeating grass texture and sort of a gray blue cloudy sky.

UE5 screenshot of a player in a chainmail bikini, leather gloves, and a sword on their back, with a pink slime hood on their head. They're standing in a test level - a plane with a generic repeating grass texture and sort of a gray blue cloudy sky.

Needed a quick break from environment work and made this slime hood. When I get the time I'll connect it into a status effect or cursed item that will trigger from a slime's attack scene.

#indiedev #gameart #UE5 #gamedev

17.02.2025 16:38 โ€” ๐Ÿ‘ 12    ๐Ÿ” 2    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
UE5 viewport screengrab.  Another dimly lit cave.  This time there's a rough path, almost stair like ascending in the center of the image.  This path is lit by a couple of torches and wooden spikes.  The top of the path isn't visible, blocked by a stone pillar but an ominous orange glow leads the player's eye to that goal.  
A few imps stand in tpose throughout the scene to give a sense of scale.

UE5 viewport screengrab. Another dimly lit cave. This time there's a rough path, almost stair like ascending in the center of the image. This path is lit by a couple of torches and wooden spikes. The top of the path isn't visible, blocked by a stone pillar but an ominous orange glow leads the player's eye to that goal. A few imps stand in tpose throughout the scene to give a sense of scale.

...and that's the last story critical room I need to light for the next build!

#indiedev #gameart #UE5 #gamedev

08.02.2025 23:00 โ€” ๐Ÿ‘ 8    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
UE5 viewport screengrab of the same imp cave interior I've been working on for the last few weeks.  This room is the kitchen / cooking area for the imps.  Along the walls there's a lot of clutter of barrels, crates, tables, wood piles, and different pots and pans.  In the center of the room is a lit fire with a cooking pot suspended over it.  There are imp cooks in tpose at various points around the scene to give a sense of scale.  The whole scene is dimly lit, in oranges and green blue and there's a lot of smoke / fog in the scene.

UE5 viewport screengrab of the same imp cave interior I've been working on for the last few weeks. This room is the kitchen / cooking area for the imps. Along the walls there's a lot of clutter of barrels, crates, tables, wood piles, and different pots and pans. In the center of the room is a lit fire with a cooking pot suspended over it. There are imp cooks in tpose at various points around the scene to give a sense of scale. The whole scene is dimly lit, in oranges and green blue and there's a lot of smoke / fog in the scene.

Even more lighting work!
One of these days I need to do actual models and textures for all the props ๐Ÿ˜… and some actual VFX work on the fire too.
Time to light the next room!

#indiedev #gameart #UE5 #gamedev

05.02.2025 20:03 โ€” ๐Ÿ‘ 8    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Preview
Create nice and feasible volumetric cloud in Unreal Engine 4 | UE4ไน‹ๅˆถไฝœ้ซ˜็ซฏ้œธๆฐ”็š„ๅนฒๅ†ฐไฝ“็งฏ้›พ Summary ใ€Ž็ŸฅไนŽไธญๆ–‡็‰ˆ็‚น่ฟ™้‡Œใ€ Volumetric Fog small demos ไฝ“็งฏ้›พๅฐdemoไธ‹่ฝฝDownload Making beautiful and feasible volumetric effects has been a trending topic for game development. Inspired by the Gears 5 tech talk and ...

Oh and the fog sheets - I'm using because they're cheap and easy to use.

But depending on your performance reqs you can also use volumetrics and @vuthric.bsky.social is the master when it comes to those!

asher.gg/create-fast-...

05.02.2025 13:59 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Preview
Lighting in Unreal Engine for Beginners, William Faucher This tutorial is for the beginners out there. Lighting is tricky. It's not always the most obvious thing to get right, and Lighting in Unreal poses its own share of challenges on top of that. That's w...

Oh, I also forgot to mention - I'm using exponential height fog and some exposure tweaks in my post process!

And this guys stuff helped me a ton with lighting:
www.artstation.com/artwork/eJqbEY

He's got a ton of videos to dig through.

05.02.2025 13:55 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
3 images from the unreal editor.  Top image shows the scene with the light and other hidden actors visible.  Plus shows one point light selected to show the radius.  
2nd image is a completely flat unlit image of the same scene
3rd image is the same scene but this time showing the fog sheet actors placed throughout the scene.

3 images from the unreal editor. Top image shows the scene with the light and other hidden actors visible. Plus shows one point light selected to show the radius. 2nd image is a completely flat unlit image of the same scene 3rd image is the same scene but this time showing the fog sheet actors placed throughout the scene.

Honestly I'm pretty terrible at lighting so take any advice from me with a grain of salt.

But (in UE5) -
Skylight with realtime capture
Lots of smaller lights and only a few key lights cast shadows
Fogsheets there's some in engine/content/
reference www.artstation.com/artwork/zD8OQZ

trial+error๐Ÿ˜…

04.02.2025 21:03 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
UE5 in game screen grab.  A dimly lit cave in oranges and pale blues.  The cave is cluttered with barrels, crates, and a few bits of furniture.  Imps standing in tpose are scattered throughout the scene to get a sense of scale.

UE5 in game screen grab. A dimly lit cave in oranges and pale blues. The cave is cluttered with barrels, crates, and a few bits of furniture. Imps standing in tpose are scattered throughout the scene to get a sense of scale.

Back to lighting work. I should make dungeons with less rooms - then they'd be faster and easier to light.

#indiedev #gameart #UE5 #gamedev

04.02.2025 14:33 โ€” ๐Ÿ‘ 8    ๐Ÿ” 3    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Post Process Action Lines - Shader Graph Basics - Episode 58
YouTube video by Ben Cloward Post Process Action Lines - Shader Graph Basics - Episode 58

PSA: For anyone doing shader / material stuff - Ben Cloward's stuff might be able to save you some time

www.youtube.com/watch?v=joAU...

This literally would've saved me a few hours ๐Ÿ˜… and it was just two nodes that I needed to change.

The more you know ๐ŸŒˆโœจ

#indiegamedev

23.01.2025 00:48 โ€” ๐Ÿ‘ 2    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Relate so hard to this and agree with what Mr. Hands is saying!

But I wanted to quickly add - the shame over a lack of progress is so tricky and can spiral quickly! It's good to remember that not every day has to be super productive. Some days can be for recharging your creative battery.

22.01.2025 19:27 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Oh man, awesome progress on those hit reactions!

22.01.2025 14:39 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
UE5 in game screenshot.  An imp in the center of the image looks up and to the left at the player character.  The are set against a gray checkerbox background.  There is a bunch of 2d UI stuff going on.  There's a dialogue window along the bottom of the screen that reads "It- it's moving! What's-".  There's a dialogue button on the middle right that reads "Continue".  Then over the entire screen there's a light faint swirl patter and in the center of the screen in dim lettering it reads "Text Block".  

lol #hypno

UE5 in game screenshot. An imp in the center of the image looks up and to the left at the player character. The are set against a gray checkerbox background. There is a bunch of 2d UI stuff going on. There's a dialogue window along the bottom of the screen that reads "It- it's moving! What's-". There's a dialogue button on the middle right that reads "Continue". Then over the entire screen there's a light faint swirl patter and in the center of the screen in dim lettering it reads "Text Block". lol #hypno

๐ŸŒ€ Yes, yes, don't try to fight it. That's it. You must ~Text Block~ my every command. ๐ŸŒ€

Super early WIP of 2d scene effects. The basics are working, now I just need to make it look good.

#indiedev #gamedev #UE5

22.01.2025 14:34 โ€” ๐Ÿ‘ 13    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Thanks! I still have so much to do on it. Pretty much everything needs to be optimized and that idle animation ๐Ÿ˜… really need to fix that up. Oh, and the UI is abysmal right now. But it works.

20.01.2025 14:12 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Video thumbnail

Yup, whatever the player wants really. The body types ride the same rig so going from curvy to swole is a slider adjustment. Anatomy pieces I just swap out meshes.

I attached a super compressed and quick video of the character editor just to give a better idea. Everything still needs polish ๐Ÿ˜…

19.01.2025 01:55 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Video thumbnail

Oh you know, just uh, animating some stuff.
Mildly suggestive NSFW - very much a WIP

18.01.2025 21:14 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Nine Inch Nails - Full concert (Live from Woodstock '94)
YouTube video by Woodstock 94 20th Nine Inch Nails - Full concert (Live from Woodstock '94)

Mud people

www.youtube.com/watch?v=OxRm...

17.01.2025 15:48 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Tool Live Sacramento 1998 [Remastered]
YouTube video by ToolArchive Tool Live Sacramento 1998 [Remastered]

Early morning, coffee, music, and a whole pile of animation work. The indiedev fever dream. Let's go.

www.youtube.com/watch?v=XSxO...

17.01.2025 14:15 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

๐Ÿชค ๐Ÿ˜ƒ

16.01.2025 02:45 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Depending on what sort of blueprint expertise you're looking for I might be able to help

For relevant experience I've got 19 years in the games industry including indie solo dev off and on for the last 6'ish
and currently making an open-world rpg sorta like Skyrim in ue5

15.01.2025 22:04 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Hmm, twitter had a bookmark option but I don't think bsky does. Probably your best bet is the old traditional browser based bookmark? or you can also save out the images to your HD.

15.01.2025 20:15 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Omg this looks so good! Love the night sky especially - those colors!

If it's alright if I ask, are you doing anything fancy with the clouds? They look super fluffy and I thought they were volumetrics at first but looking closer it seems like they're part of the sky box?

15.01.2025 16:08 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I couldn't sleep so I figured I'd be productive- at least until the coffee kicks in... but here's a really quick tut. let me know if I missed anything or it something is wonky.

bsky.app/profile/feig...

15.01.2025 14:18 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
PSG Art tutorial This is an art tutorial by Arne Niklas Jansson.

Oh almost forgot - this mostly just takes you up to the actual painting stage but don't worry there are so many resources for how to paint!

Like this amazing resource from Arne:
www.androidarts.com/art_tut.htm

Lastly, find references from art you like! And spend time enjoying the process!

10/10

15.01.2025 14:15 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I think that's it...? Let me know if I need to touch on anything else or if I missed anything. I know this method has been shown in other places and tutorials before but with search functions being all gunked up with stuff now I figured a quick writeup could help people.

9/10

15.01.2025 14:15 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Super more notes!
In pbr workflows:
Specular highlights you can let the roughness map handle.
Adding normal map overlays of detail textures can help pop those areas.
Material definition is a combo of everything - normals, rough, metal, + diffuse.
Take time to clean up your masks!

8/10

15.01.2025 14:15 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

More more notes!
After doing all the gradient work it can be a good idea to then on top of the gradient layer add some extra paint layers. Adding variation, grunge, damage, etc that might need a color that isn't used in the gradient ramp.

7/10

15.01.2025 14:15 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

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