Stef Bracke
@stef_bracke
🎓Digital Arts & Entertainment Graduate 👓Technical Artist
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🚀 Exciting News! 🚀 I am thrilled to announce the launch of my new independent video game development company, Wyvern Games! @wyvernstudio 🐉🎮 Thank you all for supporting me on my journey this far. I'm so excited can't wait to share more about what we're working on! 🐉🔥
update on my Slime game💚 I restarted the project from scratch after quitting Epic. Made a new fluid solver that enabled real(?) slime movement and slimeling spawning. Very excited about my plans <3 I've always wanted Splatoon mechanics in dungeons #gamedev #techart #vfx…
NOVA - Procedural Material System (available on #UEmarketplace). This thread describes Baked #VertexColor pipeline and how it can be used in #UE5 when creating env assets. No LowPoly Meshes, No UVs, No Texture Baking, No Unique Texture Sets, only baked VertexColor data.
While #ConjureSDF has been available for a few days on Gumroad. It's NOW also finally available on Blender Market!!! Enjoy Conjuring Wizards🧙 Trailer and Blender Market link in the replies👇 #blender3d #b3d #blender #3dart #3dmodeling
.@stef_bracke talked about the Azurean Depths project, sharing how the underwater environment was created with Unreal Engine's PCG and detailing the creation process behind caustics, lighting, and post-process stages. More: 80.lv/articles/look-… #UnrealEngine #UE5 #3dart #art
Azurean Depths - Technical Breakdown via @artstationhq artstation.com/artwork/QXPGwl
artstation.com
Azurean Depths - Technical Breakdown, Stef Bracke
I was responsible for the procedural generation of the environment. Utilizing PCG it's possible to quickly make different iterations and manually finetune once you've found a configuration you like....
Hey guys! Due to recent announcements at Vela Games, my role has been made redundant and I'm looking for new opportunities! If you're looking for a cool stylized environment artist for your team, let me know ☺️
Not as noisy too.
Evercore Heroes! 🌟 I'm excited to show off some asset work I've done for our game @EvercoreHeroes More renders and breakdowns on my ArtStation, go take a look! 🫵
I had an amazing internship at Pow Wow Entertainment, where I learned and grew so much. Special thanks to Milo Gutmann for creating such a vibrant work environment and Christoffer Radsby for his invaluable guidance. It was a pleasure working with the tale…lnkd.in/eyeGQ93u
linkedin.com
#internship #internshipexperience #gamedevelopment #techart | Stef Bracke
I had an amazing internship at Pow Wow Entertainment, where I learned and grew so much. Special thanks to Milo Gutmann for creating such a vibrant work environment and Christoffer Radsby for his...
#ConjureSDF has a proper UI now🙌 Custom modifier stack with per primitive settings and reordering. Everything WIP, nothing is final of course🙏 Some people wanted a longer unedited demo, so here you go👀 #blender3d #b3d #blender #3dart #3dmodeling
Finally finished my #scifi #hardsurface project🙌 Using #QuixelMixer and #UE5 Thanks to @00edit for their amazing music💚 and @Silemar_ and @parawerke for their feedback🙏 More info here👇 artstation.com/artwork/xDB55X #boxcutter #b3d
Thread on how to fix permanently fix your imposters syndrome as an artist 🧵
The time has finally come to hand over wheel and wings to players. Today we launched JECTED - Rivals into Steam Early Access! Check it out on steam and let us know what you think! #jectedrivals #wearepowwow
Our latest workshop with Michalina "Miszla" Gąsienica-Laskowy on Introduction to Houdini for Unreal Engine is now available for “Workshop” members of our Patreon. Become one of them and get early access: patreon.com/posts/82349578
Very insightful, had a good time listening in. :)
Join us on Friday, April 28th for an exciting livestream event showcasing the Technical Art department at Riot Games @riotgames ! Check out our event page for more details and be sure to RSVP! Link here: bit.ly/gnm_riot_23
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