markus
@mindvolution
technical artist @pixel_maniacs | He/Him
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I'm pleased to share with you my latest tutorial explaining how I implemented the Tire Deformation in Electric Dreams, the GDC demo of Epic Games : dev.epicgames.com/community/lear… #UE5 #Chaos #Niagara #Nanite #Shader #ElectricDreams #GDC2023
Waterfall breakdown time! Been working on this waterfall material for the last few days, I want to share a few neat things and gotchas I found when working on it. It's not very complex of an effect, really just a few panning textures! 🧵1/n
Whoever made this meme... Thank you. 😂
Recently, we added an outline shader to the game🔳 It all happens in the Post Processing, and now we can highlight EVERYTHING in @LetThemTrade #games #boargames #UE5 #gamedev #indiedev
Creating economies for games is hard. That's why our systems designer @DerELM0 decided to model the economy of our game IndusTree in @machinationsio, a tool to visualize resource flows in games. Read more here: 🔖 well-done-games.com/blog/how-we-us… #gamedev #gamedesign #gamestudies
tech art memes for a very specific part of my followers (if you are still here, posting at the edge of oblivion over here :D)
We are thrilled to announce that ChromaGun 2 has just been approved for a grant of 292,575 € from the Federal Ministry for Economic Affairs and Climate Action! 😍 Thanks for the support DLR, BMWK, government employees, and @game_verband! #gamedev #gamesförderung
✨LAUNCH DAY ALERT ✨ Fall of Porcupine is OUT NOW on Steam, GOG, Epic Games and on consoles Nintendo Switch, PS4/PS5 and Xbox 🍂 Thank you so much for your support! We hope you will enjoy the game 🧡 #fallofporcupine #indiedev #cozygame #criticalrabbit #indiegame
Today’s the day! Driftwood, our indie game about Eddy the adrenaline-addicted sloth, has launched into Early Access! Thank you for all the love and continued support. 🦥🛹 We're just two guys who wanted to make our dream game -- we've made it! store.steampowered.com/app/2223700
In #UE5.2 we have added Skin/Bone Weight support to UDynamicMesh, and a small library of GeometryScript functions for Skin/Bone Weight manipulation. For example this is a simple debug Actor that visualizes the weights for a selected bone index as vertex colors.
Another super useful addition to Geometry Scripting in #UE.2 are the new Mesh Surface Sampling functions. These compute packed sphere locations on a mesh surface, with a guarantee that that none of the spheres intersect. Great for scattering shapes on another surface.
#UnrealEngine 5.2 has Sequencer based caching for #Niagara simulations, including fluids! It is very easy to setup, and lets you do cool things like scrub a simulation in real time. For more, check out this short tutorial video: dev.epicgames.com/community/lear…
help! #ue5: when moving meshes with WPO they become all blurry and smeary. I think there was some parameter to fix it, but i cannot remember what it was. help me please :)
Fakt: Am 1. Mai um 19:00 ist Indie Outpost im @KuKuQuartier Fakt: @Lexusinator verrät wieso Godot die Zukunft ist, und @LaserFreunde quatscht über das Leben als Solo-Dev Fakt: Es gibt free🍻🥤🍕 von @CipSoft Meinung: Wer nicht kommt ist doof. Fakt: Wir freuen uns auf euch! 😍
Tutorial is live! There is a video, full breakdown on the site, and an example project you can download to follow along with! chriszuko.com/niagara-grid-2… My hope was to try and make it so beginners can learn and advanced folks can skip. Have a good day :) #Techart #VFX #Unreal
Niagara Grid2D feels like a superpower. Sending position and radius data over to it. This is what can be used to drive fluid sims O.O I am super excited to try it out again! Previous methods were super expensive, this is around 0.3ms. #VFXFriday #Gamedev #UnrealEngine
Wind is tricky to get right, I made it so it works automatically based on tree parameters. #b3d #geometrynodes #procedural
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