Dylan Meville Profile picture
Code/Art Wizard @ Everglow Interactive | I made @PartyPanicGame | Looking for 3D generalist to work with, DM me if you wanna work together (see pinned tweet!)
Nov 8, 2022 4 tweets 2 min read
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.
Oct 27, 2022 29 tweets 10 min read
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
Aug 4, 2022 37 tweets 13 min read
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!
Aug 3, 2022 9 tweets 3 min read
As as huge #pokemon fan, I'm always excited for a new game. But like...the tech artist in me is sad. These games could look so beautiful and polished but they just ... don't and I don't understand why. Or is it just me?
Jul 9, 2022 6 tweets 3 min read
Flow Bracketing! #gamedev #unrealengine #shader #gameart Based on this, just converted to unreal material graph: shadertoy.com/view/NddcDr