Discover and read the best of Twitter Threads about #gameart

Most recents (24)

#UnityTips: 🔥 Fluid 'simulation' trail shader. 🫧

Inspired by a #b3d node animation. [U]V gradient masks control the colour/alpha/width over trail. ✨

('fluid' is 100% rendered in the shader)

#unity3d #gamedev #indiedev #madewithunity #gameart #vfx #realtimevfx #proceduralart
In glorious, full screen 1080p. 🤩
A still of the node graph. Have a look: 👀📊
Read 10 tweets
Mesh particles in #Unity3D. 🤩

Shader uses the system's custom vertex stream to read per-particle data, which can then be used to create variation and dissolve over time for each one.

#gamedev #madewithunity #realtimevfx #gameart
Using time quantization (rounding to nearest discrete steps to force a specific update framerate) to give it a more traditionally-animated look. 📈
Looks like it's squirting fire. I should add more particles. Embers, smoke, and such. 🔥
Read 4 tweets
Okay #gamedev #gameArt DM question- how important is padding on textures? What should they be set to?
So padding in game textures is exactly like 'bleed' in printing.

With printing, you can't be certain exactly where the cuts to the paper will fall precisely, so you need to have a little extra color extending past the borders. This is called 'bleed'.
With game textures, you need the colors to extend past the boundaries of your textured pieces because the pixels in the textures become averaged with filtering.

A texture usually contains the full resolution texture, then several MIP map levels- which are halved each time.
Read 12 tweets
Working on some landscape things today, thinkin about forest floor debris that change throughout the seasons. This is what I came up with in the first test! #gamedev #unrealengine #gameart
I'm really pleased with how much some leaf meshes on the ground add so much depth! Using foliage meshes, per instance random to control some colour offsets. Colors are a gradient texture, that is biased towards specific colours during specific times of year.
Opacity works the same way, cliping away some of the foliage during early spring, and "spawning them in" during fall, and then will also remove them after snowfall too. That way I can just paint the foliage in at "max density" and remove it during not autumn
Read 4 tweets
A breakdown thread of how to make a simple sky-occlusion system. I'm using this to block snow/rain from showing up on surfaces inside caves, under trees, in houses. Also can be used to mask particles! #gamedev #unrealengine #gameart
Starting from the third person template. Just moved up some of the geometry so we have something to stand under and act as a sky blocker. The heavy lifting of this effect is done by a SceneCapture2D, so lets add one of those too Image
The SceneCapture (going to shorten it to SC from now on) needs to have a rotation of (0, -90, -90), and also lets place it at (2000,2000,2000), which is approximately the center of our scene. Lets also set the capture source to "Final Color (LDR) in RGB" Image
Read 29 tweets
✨Hello! ✨

I've been given the all clear to post the art test that I did whilst applying for Blizzard, so thought I could use it as an opportunity to show how these things can go, what to expect, and how I approached it.

Here goes! 🧵

#gamedev #art #vfx #gameart #vfxartist
the brief was very simple and just asked me to make 'an explosion' that could fit in a Blizzard game world.

could have been anything really, so i started with researching WoW schools of magic for inspiration and settled on using "Arcane" and "Nature" as my guiding words. 🔮🌿
then i looked just lists of existing abilities in WoW to get an idea for their effects, and just randomly saw one called "Alter Time".

Without looking at what the effect actually did, I just used those words as a springboard to start concepting! 🎨
Read 17 tweets
4 years ago, we made a series of VFX breakdowns to share with our fellow indie game devs. While we’re working on new ones, here’s a little recap’ of the tutorials we’ve made so far:
⬇⬇⬇

#unitytips #madewithunity #tutorial #Unity3D #shader #indiegame #gamedev #gameart
Retrowave Image Effect Shader 🕹
Electric Arc Effect⚡
Read 8 tweets
ART TESTS 🧵(1/10). I rediscovered some old e-mails of art tests I have done over the years & wanted to share some things I wish I knew at the time & what to watch out for as a 3D artist who is on the job hunt. This will contain both good & bad practices. #gamedev #gameart
(1/10) I hadn’t noticed at the time due to inexperience, but looking back, this art test situation was by far one of the worst ones with multiple warning signs. After applying & completing an art test (80/100 hours) for an AAA studio, I was sent the following e-mail.
(2/10) Take note of the areas in red. At this point, I should have exited the process, but alas, I completed the additional 2 tests equalling about 60 more hours of work. A total estimate of about 1 month of working hours in 3 weeks. There was no response, so I inquired.
Read 11 tweets
💧 Stylized Water in UE5 Breakdown 💦

After I posted my latest scene, there were a few people who reached out to me about the water! While I'm working to finalize the complete project breakdown, here's a 🧵on the material:

#UnrealEngine #gameart #VFX
Firstly, the water is based on the SingleLayerWater material type in Unreal. This colors the scene below the water mesh and allows for transparency without having to code that logic in the graph. I introduce slight color variation by using a curve to define the AbsorptionColor. ImageImageImage
The sparkly effect on top is what completes the water's signature look. It is made with fairly uncomplicated logic based on techniques used by Nintendo on Mario Galaxy. @JasperRLZ provides a thorough breakdown here that helped me a ton:
Read 12 tweets
Haven't done a #gamedev #gameart tip in a while, so here is a quickie:

SKYDOMES DON'T NEED TO BE A BIG DOME WITH ONE BIG TEXTURE.
You can create compelling skies using custom geometry which can have multiple cuts to allow for a second UV channel. This allows you to sample and blend multiple aspects of your sky in the shader.

For example, your moons can be crystal sharp high res, but the rest low.
You can blend several layers in your shader together to make a sky that has one draw call, but features things such as rolling clouds, sun movement and so forth.

One thing I tend to do is slice the sky sphere into a dome, so it isn't included when you look down...
Read 14 tweets
¿Estás haciendo un juego de estilo retro y necesitas algo que acabe de darle el toque?

¡El paquete de shaders GodotRetro te echará una mano a tu estilo visual!

Link, pequeña explicación uso y ejemplos en los siguientes tweets🧵👇
#gamedev #gameart #godot #madewithgodot #shaders
Antes de nada, todos los shaders del paquete GodotRetro tienen licencia Creative Commons 0 (CC0) por lo que puedes utilizarlos en cualquier tipo de proyecto (sea comercial o no).

Estos shaders están en su versión 3.0 y funcionan sobre la rama 3.X de godot (incluida la 3.5). Icono de GodotRetro 3.0
¿Qué es un shaders? Simplificando, es código que se ejecuta "directamente" sobre la tarjeta gráfica (GPU), a diferencia del código de programación tradicional que se ejecuta en el procesador (CPU). Nos permiten modificar colores, texturas, modificar vértices, generar efectos... Shader que genera hierba corriendo en tiempo real en Godot.
Read 13 tweets
¿Quieres hacer un prototipo? ¿items para tu juego? ¿SFX?

👉opengameart.org

OpenGameArt es un repositorio de arte 2D/3D, SFX y música Libres, Open Source, Creative Commons y de dominio publico.

Te doy trucos para una mejor búsqueda🧵👇
#gamedev #gameart #gameassets Logo de OpenGameArt
OpenGameArt por defecto realiza la búsqueda en todas sus categorías.

Obviamente si quieres una TEXTURA, no o necesitas sonidos o música, pero te recomiendo que marques 2D Art, 3D Art y Texture. Muchas veces no encuentras directamente lo que quieres pero sí dentro de otras cosas. Filtro de búsqueda por tipo...
Las licencias son muy importantes. Estas te indican lo que puedes hacer y lo que no.

¡Pero no te agobies! No cuesta tanto acostumbrarse a ellas.

La Creative Commons 0 (CC0) te permite hacer lo que quieras, comercial o no, cerrado o abierto, sin citar a quién lo creó. Image
Read 18 tweets
Wanna learn how I did these ripples and foam using "fake" decals? Might be a long thread but gunna go through it step by steps. There's a few things to cover first before we get to the COOL bits though! #gamedev #unrealengine #gameart

🧵Below!
The first thing to figure out is how to take an actor's position/rotation/scale and hook it up to a material. Then we can use that data to compute properly aligned uvs, and sample a texture, like this cute squirtle. This happens all in the material!
So lets first look at the material. We can compute transformed uvs pretty easily! Just subtract the decal pos from wp, run it through a rotator (no idea about why it needs 8*pi though!), and divide it by the scaling...and we got some nice uvs! Running through a frac to visualize!
Read 37 tweets
Based on this, just converted to unreal material graph: shadertoy.com/view/NddcDr
Full graph: ImageImage
Read 6 tweets
I'm researching how "Gestalt Laws" can affect and enhance #leveldesign and #gameart design thinking.

This time it is the "Law of Proximity"

Everything is pretty basic when dissecting it, but knowing the rules before breaking them is what matters here 🥳

A thread! 🧵1/9 Image
🧵2/9
Close proximity creates unity and readability. Pushing objects apart creates groupings. But it is a greyzone.

When is unity broken..? Image
🧵3/9 Image
Read 10 tweets
Today's #gamedev #gameart lesson is about setting up your base import/export workflow.
The first thing you need to do before you do anything else is set up a working environment between your applications that allow you yo import and export back and forth as smoothly and easily as possible.

For most new artists that starts with scale.
Each 3D application, file format and game engine vary in a few basic foundational things- scale, orientation, axis and (more complicated but also Uv and normal tangent space).

You would think we would have unified all this a long time ago, but one thing I can tell you...
Read 48 tweets
Quick #gamedev #gameart lesson.

Interpenetration is when you stick an element of an object through another. In some cases it can be handy, but it isn't always the best idea. Image
In the early days of 3D, interpenetrating geo saved us a lot of polygons. But engines worked differently then... polygons where expensive.
In this example, if I welded the beam into the block, it would increase the polycount by whopping... wait for it... 6 whole triangles. Image
But the rules are different now, 3d cards use a whole new set of rules.

The texture takes up more memory than the mesh you save, so if you bake like this, some of the texture will be wasted.

Either way, the saving isn't as big as it used to be.
Read 9 tweets
Quick #gamedev #gameart trick.
When you use the alpha clip method of transparency it is binary- on/off. You either render the pixel, or you skip it.

However, your alpha channel is not binary. It is a float from 0.0 to 1.0.

This gives you a nifty trick...
See, to convert the alpha channel to on/off you set a mask clipping value. A value of 0.5 basically says only draw a pixel if the alpha is 0.5 or higher.
What that means is you can assign different values for different parts of your texture, and use the mask clipping value to reveal them bit by bit, or randomise them.

Say, a short moustache, a long moustache, a goatee and a full beard, all using the same texture.
Read 14 tweets
#gamedev #gameart advice. I see a lot of students making levels as one big mesh in 3d apps.
Environments are usually made up from what are usually called "kits" of modular pieces.
Here is some of the kits for Hitman taken from their talk (link shortly).
Learning to plan out and make modular kits is super important part of your skill set. Designing modules that are reusable and reskinnable makes a huge difference to your workflow.

You can buy various kits on asset stores that you can look at to get ideas.
Read 8 tweets
Quick #gameart tip- you can mirror and share (overlap) UVs for parts of baked textures.
However, to stop baking issues, make a copy of your model and take any mirrored or shared uv islands, scale them down and move them to a bit of unused space. That way, the...
Bake renders those parts to a junk spot, rather than writing over the bit you want baked.

Then you just reload the model with the uvs in the right place and paint away.
Otherwise you are just rendering a bunch of triangles over each other with different data in each.
Read 5 tweets
A continuation on my Gestalt research & how it can help World Building. Rearranging objects to create different feelings.
Building Worlds is a team effort as always! ❤️
But this mainly focused on #leveldesign & #gameart

1st up is designing for speed!
This is a thread 🧵1/9
This thread focus on the Gestalt principle of "Prägnanz" or "Good Gestalt". Meaning that individual object should be arranged so that they together become ordered and create meaning.

Here we arrange objects to try to create the emotion of Caution!
🧵2/9
And now we rearrange the objects to try to spark curiosity!

🧵3/9
Read 10 tweets
The art of #gameart asset making is selling an illusion of something to a player using as little resources as possible.

The important part here is selling an illusion. We don't make trees... we arrange some polys and pixels and code into something that conjures a tree mentally
As game artists we aren't making real things, we are just communicating gameplay elements to players.

This is a bush.
This, is also a bush.
Read 32 tweets
Whooooo wants that giant thread of starships made and updated for the new @trekonlinegame REFLECTIONS release? 1/??? #startrek #gameart #gamedev
@trekonlinegame First up: the Andromeda Exploration Cruiser
The Bozeman-class Heavy Frigate is the Soyuz for today's modern sensibilities.
Read 16 tweets
Blender foliage tips! (1/3)

Use a curve modifier for nice organic curves + extra depth

#b3d #gameart
Make sure your leaves never disappear from a certain angle. Besides rotating you can use a Simple Deform or Displacement modifier (2/3)
And last but not least you can use an Array modifier w/ object offset to quickly distribute leaves!
More details on this here:

(3/3)
Read 4 tweets

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