Making textures and sprites from scratch for #vfx can be a tedious and time-consuming process.
So here's my collection of 1000+ free noise, particle & sprite textures for #realtimevfx artists from various sources.
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6. Sprite Particle pack by @KenneyNL (80+ sprites) I use this sprite pack for 80% of my vfx, highly recommended. Sorry Kenney I couldn't track down this pack on your site opengameart.org/content/partic…
Have you ever wondered how the grass in Ghost of Tsushima looks so good?
Wouldn't these environments take decades to build by hand?
Believe it or not, Sucker Punch Studios actually used some very creative techniques to let the grass build itself.
Another long 🧵
To achieve their goal of creating a painterly look for their grass, Sucker Punch Studios originally went for traditional grass cards early in their prototyping phase.
But this wasn’t practical for the amount of grass density they wanted to achieve.
Overdraw was a big problem, and they wanted to render lots of grass that interacted with the wind...
So Sucker Punch Productions chose to render their fields by generating individual blades of grass on the GPU that could each have their own procedural appearance and animation.
If you play many video games, you may have noticed something interesting. Everything is flat.
But these flat models are all catching the light and reacting as if they have a limitless amount of polygons. So what's the reason for this, and why is it happening?
Another long 🧵
Back in the day, most games used very primitive shapes for pretty much everything.
This worked for a while, but the one major downside is that everything looked too polygonal; remember Lara croft?
Have you ever wondered how game designers create such massive open worlds?
Wouldn't these environments take decades to build by hand?
Believe it or not, there's actually a way to make these worlds build themselves.
Another long 🧵
Let's get right into it.
Large, open-world games will almost always feature these massive landscapes with mountain ranges, cliffs, and rivers.
Typically to create these by hand, artists would have to use sculpting software to painstakingly create rocks and other shapes that make up the greater landscape and silhouette of the environment.
They may be an afterthought for gamers, but creating clouds is one of the most exciting and complex topics in game art.
We have a lot fo talk about, so lets get right into it.
Another massive 🧵
Back in the day, there weren’t really clouds in video games.
Sure, you could see clouds, but these were just handpainted photoshopped images projected onto something called a skybox - a method of creating backgrounds to make a video game level appear larger than it really is.