✨ This is the third part, in which we make our sphere a LOT more cool. 😎Previous tutorial: https://youtu.be/pnDFlz386ugThe repository has been updated!🔗 GI...
Brush Strokes | Designer Quick Tip #5 | Adobe Substance 3D
In this video we're using Substance 3D Designer to create brush strokes.You can download the result files here: https://creativecloud.adobe.com/cc/learn/subs...
Sven Majerus auf X: „#UnrealEngine5 #VFX Simple MatCap Material MatCaps are material captures that already have static lighting and reflection information applied to them. This makes it possible to apply shading to an unlit object using MatCap Textures https://t.co/NAd5cHGBit“ / X
MatCaps are material captures that already have static lighting and reflection information applied to them.
This makes it possible to apply shading to an unlit object using MatCap Textures
— Sven Majerus (@_VoltFX)
Tutorial: Adding detail to brick or stone objects, Andrew Alexandrov
I want to share with you my technique for creating brick/stone architecture for games.
Download the RU/EN PDF from my Gumroad: https://andrewalexart.gumroad.com/l/gwxtt
This week we have a look at how to use World Position Offset in our shader to create a growing roots effect. Don't forget the January Sale on Gumroad!JANSAL...
The Last of Us: Part I...Trim Pipeline, Matthew Trevelyan Johns
Trim pipeline
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The trim pipeline was probably the thing I pushed the most during the production of TLOU: Part I. I hoped that the use of baked-bevel-trims might help us to reduce the amount of uniquely baked props as well as other existing trims that didn't follow a shared layout. Our texture memory is always stretched thin in our TLOU games and so this was my effort to combat this. The goal was to create a trim layout that could be shared by the team, a functional replacement pipeline for the many uniquely baked 1-to-1 assets and to document and provide resources like substance designer templates, example assets and tutorials that would help to encourage adoption by the team.
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This work began over 3 years ago and this particular layout was the first of what would become three different layouts (others created to handle assets of different sizes and styles). One of which was presented by Ali Ghadami and Edgar Martinez and further integrated into our pipeline. Since the release of TLOU: Part I we've continued to build on this pipeline and as such, this particular layout and method has since evolved so that what you see here, no longer represents our workflows. However, it's development for TLOU: Part I laid an important brick in a foundation that we, as a team have continued to build upon.
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I'm very proud of the trim work, I pursued it's development and the creation of the Houdini tool for around a year during pre-production, finally landing upon a solid workflow with accompanying tool and thorough documentation. I'd also like to mention that this method is by no means new, rather it's quite an old technique. I first used a very similar method and automatic trimming tool, way back on 'The Lego Movie Videogame' (2014). The workflow and tools to support it on that game were developed by an incredibly talented technical artist called Neil Dorrington and i'm sure the methods were probably used on games prior to that too :-)
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This has been my third Naughty Dog title and it has been an incredible experience and as always, it takes a monumental team effort in order to make such amazing games. Without the hard work and dedication of the entire team, across all departments, none of this would be possible. Please do check out all of the posts from the other incredible Naughty Dog artists!
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Please enjoy this small gallery and stay tuned for more very soon!
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THE BOOK OF SUBSTANCE DESIGNER - PIXEL PROCESSOR, Andrei Zelenco
This is the first part of a "book" in which I try to gather the basic concepts of the Pixel Processor node.
This part covers basic but very important concepts. These are the building blocks that allow us to create complex and powerful nodes in Substance Designer. The examples start from simple to more advanced by gradually increasing the complexity of the topic. The PDF document can be downloaded with this link: https://drive.google.com/drive/folders/15icIdDfqHS_F2EWB6bX0gvbYwMga70D5?usp=drive_link
3 Minutes to Perfect Clouds in Blender 3D + Free Ultra HQ Cloud VDB Pack
Pick up the .VDB's here: https://drive.google.com/drive/folders/17RueIORCc-Na4zjszHbShv9MbV_RUeBo?usp=sharingHDRI I used in this video comes from Polyhaven: ...
Hi there, on GhostRecon Wildlands I created in Substance Designer a graph that can generate procedurally a patch from a grayscale mask as input. I tried to get the most logical direction for the fibers.
Here some patches that has been generate procedurally.
Thanks for watching !
how to create a Sand Storm in Unreal Engine 5: Part 1
🏜️how to create a sand storm in Unreal Engine 5 🏜️
In this tutorial, we're going to go over how to how to create a sand storm in Unreal Engine 5 . Join us on this creative journey as we optimize your workflow, maximize texture quality, and take your projects to the next level.
🚀 What You'll Learn:
-Building a mesmerizing sandstorm from scratch in Unreal Engine.
-Utilizing particle systems and dynamic effects.
-Controlling and animating the sandstorm for realism.
💡 Why Sandstorms Transform Games:
Sandstorms add intensity and ambiance to game worlds, elevating the player experience. Uncover the techniques to master this elemental force with our step-by-step tutorial.
📚 Resources and Links:
Desert Project : https://www.sidefx.com/contentlibrary/procedural-desert/
https://mad-vfx.com/
👍 Stay Connected:
Follow us on
[Twitter: https://twitter.com/mad_vfx
Twitter:https://twitter.com/madvfx_blog]
for the latest updates, behind-the-scenes content, and community discussions.
👉 Got Questions or Feedback?
Feel free to ask questions, share your thoughts, or suggest topics for future tutorials in the comments section below. Your feedback matters!
🔔 Don't Miss Updates:
Subscribe to our channel and ring the notification bell to stay updated on exciting tutorials, tips, and tricks for Houdini, Unreal Engine, and more!
Get ready to unleash the power of nature in your games. Hit play and let's conjure a breathtaking sandstorm together in Unreal Engine! 🎮🏜️
#UnrealEngine #Sandstorm #Tutorial #GameDevelopment #ParticleSystems #DigitalArt #ImmersiveEnvironments #SubscribeNow
00:00 Introduction
05:06 Substance Designer
05:24 Sand/Wind Shader
I’ve moved to a new site!An updated version of this post can be found here, with no ads : Intro This post includes two examples to produce fog shader effects. In both cases, the shader is app…
초급분들을 위해 구형태의 에너지를 메시와 나이아가라로 각각 만들고,거기에 맞는 재질을 리뷰합니다.orb혹은 에너지구의 표현 사례입니다.언리얼 이펙트 클래스가 궁금한부분린반 카카오톡으로 연락주세요.https://open.kakao.com/o/sXLCuZ2e한국어 지원만 가능!! In...
inspired by snk pixel art vfx, used in games like metal slug series, garou mark of the wolves and etc. , Arif experimented on replicating the stylized explos...
One-hour long video explaining many, many grass techniques in Unreal Engine! Files are available as a Tier 2 reward on my Patreon: https://www.patreon.com/GhislainGir
2d
The process of creating the effect of a poisonous explosion.
I start by drawing a frame-by-frame animation of the explosion mass, which will be used as the main texture in Unity.
After finishing drawing the animation, I finalize the result in After Effects, add blur, glow.
After that, I start creating the effect using the particle system on the unity engine, adding flashes and additional particles.
The effect was developed specifically for the Dark Tree project.
Link to game page:https://store.steampowered.com/app/1482600/Dark_Tree/
I was impressed by the fantastic shaders in Genshin Impact and decided to study the NPR (Non-Photorealistic Rendering) technique. While studying, the following two posts have been very helpful. My post introduces a variety of functions that I have researched. ============================================================================== Ben Ayers Blender Shader https://www.artstation.com/blogs/bjayers/9oOD/blender-npr-recreating-the-genshin-impact-shader Adrian Mendez Unity URP Shader https://www.artstation.com/artwork/wJZ4Gg The modeling and textures of the posts use the modeling that is officially distributed, and you can directly download it from the website below. I used it for educational purposes. https://ys.biligame.com/gczj/ Thanks for watching !
Unreal Engine Material - FFT Ocean Flipbook, Ghislain GIRARDOT
Finally, here's a breakdown of the technique I used to create the water in my old 'Tropical Diorama' UE project. It got a few improvements since then :) Hope you'll find the video useful! Files are available as a Tier 1 reward on my Patreon: https://www.patreon.com/GhislainGir
In this tutorial video for Unreal and Unity, we learn about iridescence and what causes it. Then we use those principles to create a realistic soap bubble sh...