implemented meta's acoustic ray tracing into the step-based character controller project i've been working on
I've just released the newest update to my Unreal Engine level editor called Scythe. Here's what's new... π§΅
it gives you control over exactly where you're stepping, leads to some fun gameplay
from an external view
I've been working on a step-based character controller, very jank but surprisingly fun
CITY!!
WORTH
Today I released Scythe 0.4.0 which brings Hotspots to Unreal 5.5: π§΅(1/9)
VRC Light Volumes is a next-gen voxel based baked volumetric lighting solution for VRChat, I'm working on right now! It affects avatars, dynamic props, etc. Works really fast without major overhead even on Quest. It will be fully open-source and free, so stay tuned! #vrchat #gamedev #shader
doodle for a project Iβm working on, really fun trying a new style
Handpainting Deku Kid!
cute little video showing off brain controlled ears and tail in vrchat using a bci and BrainFlowsIntoVRChat (i can no longer hide my excitement...)
#VRChat #biosensing
Through The Ages Cinematic is now live!
Be sure to check out this 17 minute exploration of the #NVIDIA branch of #UnrealEngine and what it's capable of below.
#UE5 #GameDev #Cinematic #EnvironmentArt #RayTracing #LookDev #Houdini #Substance3DPainter #Retro
I just released a new tool: a "texture browser" for UE5.5 that presents materials as square thumbnails instead of spheres. Like a 90s texture browser. Much better for level designin'. Has favourite searches, quick access to recently-used materials, etc.
www.joewintergreen.com/new-tool-imp...
i finished a project!! really happy with how the final shots came out
www.artstation.com/artwork/oJzdGq
#gameart #ue5
starting the new year off right π
it was worth it, looks good dude π
Going into 2025; to all the newer artists
It takes time.
Failure is okay, and itβs a good thing.
Be open to it
Learning isnβt linear.
But remember
IT. TAKES. TIME.
2017 vs 2024
Same idea, time and experience separates them.
The HPL engine turns 20 today! π
Join Thomas Grip in this video for a walk down memory lane and deep dive into Frictional lore!
HPL is our proprietary engine that has powered all our - Amnesia: The Bunker was made with HPL3.5
Cheers to whatβs next π
youtu.be/DXNXwKE913A
A walk in Venice turned into this stylized material.
www.artstation.com/artwork/XJGm50
#madewithsubstance #gamedev #b3d #cgi
My dog Rosie β€οΈ
superstition πββ¬
gen design's teal & pink ππ
starting on my next prop & using it to learn rigging
i had the idea to add some extra geometry where the print was so i could dedicate more uv space to the painting, makes it so a 1024x512 still looks decent
another quick project i did to practice UVs, still want to add some coffee stains to it but the base materials are there
2048x1024 albedo / normal / packed ORM, 662 tris
#gameart #3dart
I made some progress on my scene, learned a little about cloth simulation in Blender to make the cushions and curtains.
my real world reference:
my oldest brother got it when he was a kid, we've kept it for like 25 years
rainy day afternoon project, modeled in blender & textured in substance β²
#gameart
I can't believe Half-Life 2 is 20... I owe a lot to this hugely inspiring game.
Here's a fun little clip of me painting in VR in Water Hazard :)