MeshBlend is finally here! π₯³
So proud to finally release what I've been working on for 16 months!
MeshBlend brings next generation blending to Unreal. Easy to use, fast and great quality!
Available on Fab for #UE5 now!
#gamedev #unrealengine
01.08.2025 13:36 β
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Congrats on the promotion Jeremy! π₯³ππ₯
22.06.2025 10:38 β
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Breaking down the infinite workday
To unlock AIβs full potential, we need to clear one key barrier. A follow-up to the 2025 Work Trend Index.
www.microsoft.com/en-us/workla... Microsoft's analysis of work trends.
Some data is terrifying "employees using Microsoft 365 are interrupted every 2 minutes by a meeting, email, or notification".
No wonder everyone has a hard time focusing and almost everyone I know experiences ADHD-like symptoms.
19.06.2025 00:23 β
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sea glass: unreal shader + quick houdini shells & rocks #techart
15.06.2025 19:52 β
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I always end up saying something along the lines of:
"Wishing you (much) strength". I think that is pretty close, though not as concise as "sterkte".
11.06.2025 02:55 β
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YouTube video by ππ²ππ«ππ βͺ
This issue is plaguing modern gaming graphics
normal human talks about the issue, show examples, discuss problems, offer solution, all that without screaming or crying! hats off for being able to discuss such a sensitive topic like a normal human!
www.youtube.com/watch?v=YEtX...
09.06.2025 21:41 β
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I'm organising a technical art meetup at Develop: Brighton! β¨
I found it hard to find others last year so wanted to try running a little group this time. Even if you can't join, do share so others can see it.
More info here: www.linkedin.com/feed/update/...
25.05.2025 11:48 β
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A picture of my personal project in Unreal Engine 5, depicting the typical Haussmannian Architecture you can see in Paris. The camera, softly framed by tree branches in the foreground, looks up at a 5-story Haussman-style building illuminated by the sunlight.
Excited to show you my latest personal project, my Haussmann Architectural Study! Been working on this project when I have spare time here and there. Super stoked to have been able to finish it!
www.artstation.com/artwork/eR98dP
#GameArt #UnrealEngine
26.02.2025 15:45 β
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Congrats!
I hope you updated your uint8_t's to uint16_t's already! π
26.01.2025 12:58 β
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EGS is a program made in unreal engine itself. So there is the default UE cruft to work with already.
But then on top of that it just loads and displays webpages. So the slowness is probably the combination of those 2.
26.01.2025 04:42 β
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Stylized kitchen render
Medieval garage render
Render of stylized wood bark
Render of certified potion
Happy #PortfolioDay!
My name is Lili and I'm a 3D game artist currently studying in the Netherlands! I will be graduating this summer and I'm looking for work once I'm done.
Artstation: lilibruijn.artstation.com
Email: lilibruijn_7@hotmail.com
#3dart #LookingForWork
14.01.2025 16:14 β
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Game project of a Japanese store front selling holographic fish
Japanese temple with floating jelly fish
Koi pond with lots of foliage and sparkly water
Image of 4 green gouache paintings, three of trees and one of grass
Hi #PortfolioDay ! π I'm Nina, a Technical Artist currently at Sumo Digital, and I love fishes. Here's some previous personal work, and a few of my favourite gouache paintings ποΈ
π¨Portfolio: www.artstation.com/ninaklos
π¨Linkedin: www.linkedin.com/in/ninaklos
#gameart #unreal #techart #gamedev
14.01.2025 18:07 β
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Ah the conservative depth test is like the mafia then π
03.01.2025 22:39 β
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Yeah exactly, glad to hear my knowledge isn't faulty on that part π
03.01.2025 22:37 β
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Ah okay, and if it does pass, it will still invoke the pixelshader which then does the write into depth buffer I assume? Or can the rasterizer handle that too immediately?
03.01.2025 22:34 β
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Ah okay, yeah that makes sense.
Its basically a pinky promise that you won't overwrite an existing pixel with a depth value greater then what was there.
03.01.2025 22:03 β
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Idk the exact naming of graphics programming concepts haha π
But I think I mean early Z pass (the depth pass that happens as one of the first things to then lager on compare draws to reduce overdraw)
03.01.2025 22:02 β
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Perhaps they write it into a seperate decal depth buffer? Probably expensive though to keep a fillers depth buffer in gpu memory during deferred decals stage.
03.01.2025 21:19 β
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Interesting, how does the depth pass handle that? Then the fragment shader writes depth to depth buffer right? Or is the extra cost just accepted in that scenario?
03.01.2025 21:18 β
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Bool* not a book π
19.12.2024 00:39 β
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You can use the SaveLoadedAsset. You can give it a book to toggle the dirty flag on the asset so unreal's save system and the source control systems are aware (or not)
19.12.2024 00:27 β
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Happy birthday Mara! π
09.12.2024 17:23 β
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Man its looking amazing Asher! Love the visuals!
09.12.2024 17:22 β
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Can't wait! π
04.12.2024 14:17 β
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Graphics programming conference and engine programming conference I believe?
GPC was in Breda a few weeks ago at BUAS
04.12.2024 13:53 β
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Oh for sure, benev. dictator sets explicit directions.
I do think that those set directions need to be carefully determined. They can become problems at larger timeframes.
Just like a direction, one degree off is not a big problem most of the time at 1m distance. But at 100m it can be a issue. π
04.12.2024 10:57 β
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It would allow users to create converters, generators and importers themselves relatively easily.
Ex:
Tree is moved in the world, this tree is ref by 2 generators:
1. The terrain mesh generator uses the tree location to flatten the terran.
2. Foliage scatter updates region to accommodate tree move.
04.12.2024 10:52 β
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Ah I see, yeah that's an important thing to define.
In my personal project I'm thinking of using some form of type checking to ensure correct references are handled. Doesn't stop it completely but I don't want to entirely prevent it either, so that's fine. (I think π€)
04.12.2024 10:47 β
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