particles breakdown
10.08.2025 01:25 โ ๐ 203 ๐ 40 ๐ฌ 1 ๐ 0@natapfel.bsky.social
Principal Technical VFX Artist @ Riot Games. Prev Rocksteady & Path of Exile. He/they ๐โญ
particles breakdown
10.08.2025 01:25 โ ๐ 203 ๐ 40 ๐ฌ 1 ๐ 0Gave my terrain Geometry Nodes the option to have a bottom side, so I can make things like overhangs, arches and bridges. ๐ค
#gamedev #indiedev #b3d
Mesh2Motion (@scottpetrovic.bsky.social) is an open-source alternative to Mixamo that allows you to rig humanoid and four-legged characters!
mesh2motion.org
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:
Revisiting an old project with real-time 3D pixel art lighting. Was reminded of how cool some of it looked. I really wanna use it in a future project. :^) #unity3d #pixelart #gamedev
12.07.2025 08:45 โ ๐ 89 ๐ 14 ๐ฌ 3 ๐ 2I've been inspired by great greek painters I saw last week. So here's PBR made out of watercolor paintings. And of course, the normals were handpainted as usual. Made in a pretty modified version of UE5.
#GameArt #UnrealEngine #UE5 #WaterColor
#UE5 random doodle. Some more FFT flipbook experiments. 4K 16bit flipbook + 2K*1K detail normal flipbook + precomputed splash position LUT. Not the best looking ocean out there for sure, but it's cheap and memory footprint isn't terrible I suppose :)
27.06.2025 22:55 โ ๐ 26 ๐ 4 ๐ฌ 0 ๐ 0bsky.app/profile/radi...
I really like biplanar mapping from the standpoint of โneat shader tricksโ.
But like many neat shader tricks, itโs probably not actually cheaper than triplanar. And on some hardware itโs much, much more expensive.
I never posted the zequel
(This looks far better in-game since this is a 200% regular zoom in-editor and not the actual game where everything is far crunchier. I'm also using a more intense light to prove a point.)
EVERYTHING has a normal!!!
#gamedev #indiegamedev #godotengine #pixelart
Sharing the vertex animation shader for Godot that I am working on and will use in my game.
It allows to draw tens of thousands animated meshes with unique per instance animation in a single draw call.
Shader:
godotshaders.com/shader/verte...
#godot #gamedev
Little showcase of this cel shading model in action on stuff like characters, metal stuff, glossy stuff #UE5 #stylized #npr
11.06.2025 18:16 โ ๐ 26 ๐ 1 ๐ฌ 1 ๐ 0Hey #UE5 - if you're working on something #stylized and are looking for an integrated solution for cel shading that lets you ditch post-processing or bespoke unlit materials, my engine fork might be for you! ๐งต
github.com/hippowombat/...
Punch Punch 4 ever ๐
08.06.2025 11:30 โ ๐ 2796 ๐ 297 ๐ฌ 17 ๐ 0Been working on a Vulkan renderer using C++ as a learning exercise during my free time. Current features:
- gltf-ktx & Slang support
- Cubemaps
- Framegraph - auto memory barriers
- Auto generated descriptor sets/pipelines & bindings
- Postprocessing
- shadow map
- Slang support
updates in ๐งต :)
A young scamp.
#madewithunity #gamedev #indiedev #็ฉบๆณๅฎถ
Made a utility to automatically turn any hole in any geometry into a "light hole", which makes it appear as though it is connected to a different space on the other side by communicating light/darkness coming through.
#GodotEngine #gamedev #indiedev
World-position-driven rotation with full control over one or 2 axis.
The first has a fixed axis, the other generates the axis from two vectors. Both deform world position and normals, useful for effects that need precise control over rotation in WPO #gamedev #VFX #realtimeVFX #UnrealEngine
Internal testing of an alternative to VATs, using the FBX format
17.05.2025 04:13 โ ๐ 11 ๐ 2 ๐ฌ 2 ๐ 0A dramatic example of how different color lights effect a sprite with normals when on opposing sides. I really like how this is turning out. My previous post makes it look so good to me.
#pixelart #gamedev #indiegamedev
Trying out some clouds/fog :)
#gamedev
blog post: cool little tech art thing I did a while ago on Sleight of Hand. lights that dispel volumetric smoke, with occlusion
www.joewintergreen.com/tech-art-thi...
Colors ๐100 pooled actors being randomly pushed around with a force, sending locations to a single Niagara System to spawn particles VFX Unreal Engine5
30.03.2025 18:10 โ ๐ 7 ๐ 1 ๐ฌ 1 ๐ 0Water filling Gaps in Unreal Engine: a long term goal has been achieved by introducing Mass and elevation-averaging. Mid-video: noisy rock-elevation is getting smoothed as water floods the the creek-bed --- NinjaLIVE 2.0 pre-alpha
#unrealengine #UE5 #realtimevfx #fluidninja
This is how we achieved our painterly art style:
Kuwahara effect + subtle outline = watercolor filter with clear edges ๐จโจ #techart #shader #ue5
I am working on my Unreal Engine Instructors Certification, I believe it requires a tutorial / training example, so I will be making one about unified particle systems! 100 โrocketโ actors are flying around, sending spawn locations to a single VFX system running ultra smooth! indiegamedev UE5
28.03.2025 14:37 โ ๐ 25 ๐ 4 ๐ฌ 3 ๐ 0cd bagel (from deltarune) #art
21.03.2025 22:50 โ ๐ 352 ๐ 118 ๐ฌ 5 ๐ 1Using swatch textures means your texture footprint is practically zero.
15.03.2025 18:58 โ ๐ 837 ๐ 105 ๐ฌ 19 ๐ 42024 summary
08.03.2025 08:50 โ ๐ 233 ๐ 28 ๐ฌ 2 ๐ 0