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
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?