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  1. I finally found the time to write a tutorial on how to implement this hexagonal tiling material:
    artstation.com/blogs/haukethie
    The two most interesting aspects that I haven't seen described anywhere else:
    - use of dithered UVs instead of sampling textures multiple times
    - stepped offsets instead of rotation for grid-like surfaces like brick walls, etc.

    #gamedev #Unreal #shader #TechnicalArt

  2. So proud of the #zumba class my partner Brian and I teach together!

    We’ve been teaching together in Halethorpe, #maryland since March, almost a year

    People love it so much! And we’re all healthier now, too.

    Great for us and great for the community 😄👏🏻

  3. My partner @sketchee and I recently got Zumba certified, and we're starting to teach Zumba classes together!

    In March, we'll start doing weekly public events on Thursday evenings.

    If you're in #baltimore and like to #dance #zumba then I hope to see you at one of our dances!

    Thursdays in March: 7, 14, 21 @ 7-8pm (public, paid)

    meetup.com/halethorpe-communit

  4. Since Hogwarts Legacy has modding support, it's possible to see just how many validation steps Avalanche Software has set up for their assets:
    support.curseforge.com/support
    If you're looking into adding content validation to your #Unreal project, that's probably a good starting point to see some best practices in action.

  5. Since Hogwarts Legacy has modding support, it's possible to see just how many validation steps Avalanche Software has set up for their assets:
    support.curseforge.com/support
    If you're looking into adding content validation to your #Unreal project, that's probably a good starting point to see some best practices in action.

  6. Since Hogwarts Legacy has modding support, it's possible to see just how many validation steps Avalanche Software has set up for their assets:
    support.curseforge.com/support
    If you're looking into adding content validation to your #Unreal project, that's probably a good starting point to see some best practices in action.

  7. #Unreal now (I think since 5.6?) has a series of material functions to create UVs for hex tiling, tri- or octaplanar mapping and several other useful projections. There are even POM variants and outputs for tangents and bitangents, which you need to transform the normals into world space. Figuring out the math to implement parallax mapping on your own and transform normals into world space is a daunting task, so if you ever struggle with this, this is immensely helpful.

  8. #Unreal now (I think since 5.6?) has a series of material functions to create UVs for hex tiling, tri- or octaplanar mapping and several other useful projections. There are even POM variants and outputs for tangents and bitangents, which you need to transform the normals into world space. Figuring out the math to implement parallax mapping on your own and transform normals into world space is a daunting task, so if you ever struggle with this, this is immensely helpful.

  9. #Unreal now (I think since 5.6?) has a series of material functions to create UVs for hex tiling, tri- or octaplanar mapping and several other useful projections. There are even POM variants and outputs for tangents and bitangents, which you need to transform the normals into world space. Figuring out the math to implement parallax mapping on your own and transform normals into world space is a daunting task, so if you ever struggle with this, this is immensely helpful.

  10. #Unreal now (I think since 5.6?) has a series of material functions to create UVs for hex tiling, tri- or octaplanar mapping and several other useful projections. There are even POM variants and outputs for tangents and bitangents, which you need to transform the normals into world space. Figuring out the math to implement parallax mapping on your own and transform normals into world space is a daunting task, so if you ever struggle with this, this is immensely helpful.

  11. #Unreal now (I think since 5.6?) has a series of material functions to create UVs for hex tiling, tri- or octaplanar mapping and several other useful projections. There are even POM variants and outputs for tangents and bitangents, which you need to transform the normals into world space. Figuring out the math to implement parallax mapping on your own and transform normals into world space is a daunting task, so if you ever struggle with this, this is immensely helpful.