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#technicalart — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #technicalart, aggregated by home.social.

  1. Progress with the Liblast Ubershader.
    Added wear, dirt and dust effects.
    Added detail material, working on normal map mixing (argh!).
    #gameArt #3D #SciFi #Godot #GodotEngine #Robot #TechnicalArt #Shaders #Grunge

  2. Digging through scripts, going ooh this looks like a cool system, looking at the source and then immediately doing the True Detective cigarette meme

    #TechArt #TechnicalArt #GameDev

  3. I rewrote a function, thought it seemed slower than my previous iteration, benchmarked both and went oh. 60 seconds on the old version, 26 on the new version. It's just eating through a chunky bunch of data lol.
    #TechnicalArt #TechArt #GameDev

  4. I love diving deep enough into Google results that you find forum posts about prototyping Maxscript UIs with flash movies, just top tier wtf did they have to do with the technology they had
    #TechnicalArt

  5. If you push UE5's Lumen into the lowest possible spec, with limited draw distance or intensity, you get a really fascinating kind of light?

    Reminds me of rain.

    #Shader #TechnicalArt #UnrealEngine #UE5

  6. Not at my regular computer at the moment, but trying to wrap my head around some Shader logic.

    Using Godot4
    I want it so that I can pass in an array of textures and an array of heightmaps. It works out what texture to use based on ripping the values out of the UV2 value, and blends them based on values in the Vertex Color. It works out it's UV based on world position; choosing and blending over the plane of it's choice.

    Struggling with the bits in highlighter

    #shader #glsl #godot4 #godotengine #technicalart

  7. 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