Advertisement · 728 × 90

Posts by Luc Sweers

Video

To showcase some of the features that were added in UE5.5, I've created a custom tool, fully in blueprints, that mimics the District Painting tool in Cities: Skylines.

You can read more about it here:
www.linkedin.com/pulse/beauty...

#techart #gamedev #unrealengine

1 year ago 16 5 0 0

Scriptable Tools (and Geometry Script) has been an absolute game changer! It opened up so many possibilities for tools to be used by artists and designers alike. Thank you for the brilliant work you did on it!

4 months ago 1 0 0 0

Ah right! Yeah, unfortunately that doesn't work on non-landscape meshes.. Vertex Colors are difficult to sample without converting your mesh to a dynamic mesh first, so I think multiple meshes would be a better fit! (Or having a custom tool to separate your mesh into multiple meshes at the end)

6 months ago 1 0 1 0

If you differentiate your sounds via Physical Materials, then you can do this pretty easily in your landscape material! You can use the "Landscape Physical Material Output" node for this. Each layer will then output their own assigned Physical Material for you to read and use as data for your sound!

6 months ago 1 0 1 0

For me, visualising everything has been the game changer! Debug UIs, VisLogs, Draw Debug Shapes, all of it. Even for materials, visualise what is actually happening, and it makes debugging that much more efficient.
If it changes dynamically; visualise it.

8 months ago 1 0 0 0

I left little critiques on lots of game trailers so here's a thread with the most common issues (and additional reading) 🧵

1. Don't put logos at the start. It's just dead air that could be gameplay, which is 100000000X more interesting.

www.derek-lieu.com/blog/2021/3/...

8 months ago 430 129 10 14

Alright, due to popular demand, let's start talking about the

🎶 Beasts with the fur (with the fur) 🎶

in ✨HERDLING ✨

Here's a 🧵 with the process and tech behind the fur on our fluffy Calicorns:

8 months ago 152 49 6 3
The thumbnail for the posts, depicting a Magic the Gathering Card called Sol Ring with a foil shader applied.

The thumbnail for the posts, depicting a Magic the Gathering Card called Sol Ring with a foil shader applied.

I've been experimenting lately with a Foil Shader, for those interested, you can read more about it here on ArtStation:

www.artstation.com/artwork/mAPbb9

or on LinkedIn:

www.linkedin.com/pulse/foil-shader-experimentation-luc-sweers-avoqe

9 months ago 2 1 0 0
The thumbnail for the posts, depicting a Magic the Gathering Card called Sol Ring with a foil shader applied.

The thumbnail for the posts, depicting a Magic the Gathering Card called Sol Ring with a foil shader applied.

I've been experimenting lately with a Foil Shader, for those interested, you can read more about it here on ArtStation:

www.artstation.com/artwork/mAPbb9

or on LinkedIn:

www.linkedin.com/pulse/foil-shader-experimentation-luc-sweers-avoqe

9 months ago 2 1 0 0

It might be worth looking at FlowGraph (from MothCocoon)! You can create custom nodes for the editor and fully dictate how it progresses. Should give a nice overview, I've used it before on a few projects and like it a lot!

11 months ago 1 0 0 0
Advertisement

Not really, no. It still allows your child components to have their own transforms, so it shouldn't cause any issues!

11 months ago 1 0 0 0

You can swap the scene root for a billboard component! That'll achieve the effect you want :)

If you drag the billboard component into the scene root, you'll be able to set it as the root, and then just delete the old scene component.

11 months ago 1 0 1 0

I hope you'll feel better soon, Kate! 👃

1 year ago 1 0 1 0
Video

For this #VFXFriday I'd like to share my latest project, "Tidal Ascendance", inspired by the Shaman class in World of Warcraft. Made for the @vfxapprentice.bsky.social Portfolio Bootcamp, led by Kees Klop (SmearKees).

View the whole project here:
www.artstation.com/artwork/Gv9PmB

1 year ago 16 4 0 0

You got this! If it helps, don't be ashamed to take notes on what you're doing, and commenting your work; it's a great habit! And will make it easier to digest!

1 year ago 4 0 2 0
Video

To showcase some of the features that were added in UE5.5, I've created a custom tool, fully in blueprints, that mimics the District Painting tool in Cities: Skylines.

You can read more about it here:
www.linkedin.com/pulse/beauty...

#techart #gamedev #unrealengine

1 year ago 16 5 0 0

Absolutely! I'm currently just finishing up a few things so I can post and display what you can do with the new Scriptable Tools system, in combination with Niagara and HLSL 😊

But of course! My DMs should be open (I think at least, couldn't find a setting to change it?) whenever you want some help!

1 year ago 1 0 1 0
Advertisement

Wonderful to see you learning Blueprints!

Feel free to let me know if you need some help with certain aspects, always happy to help out!

1 year ago 1 0 1 0
Video

I'm going to start this sequence of posts of recent FX I've made during the VFXA Portfolio Bootcamp with the first assignment; a waterfall. There are some things I'd change if I would redo it, but overall, I'm very happy with the result!

View the full effect here:
www.artstation.com/artwork/lGyGJO

1 year ago 3 1 0 0
Video

Next on the line I made this exploding crystal sphere. The main challenge I set myself was creating it all in a single Niagara system, including all animated assets. I had a lot less time for this one, but I'm still proud of it!

You can look at the effect here:
www.artstation.com/artwork/5WZWmz

1 year ago 0 1 0 0
Video

The last one, for now, is this Crystal Scythe technique I made based on a concept I've made that's heavily inspired by TemTem, as my mentor is Kees Klop for this bootcamp.

Looking forward to sharing more later!

Take a look at the full effect here:
www.artstation.com/artwork/mA0zJv

1 year ago 1 1 0 0
Video

For this #VFXFriday I'd like to share my latest project, "Tidal Ascendance", inspired by the Shaman class in World of Warcraft. Made for the @vfxapprentice.bsky.social Portfolio Bootcamp, led by Kees Klop (SmearKees).

View the whole project here:
www.artstation.com/artwork/Gv9PmB

1 year ago 16 4 0 0
Video

The last one, for now, is this Crystal Scythe technique I made based on a concept I've made that's heavily inspired by TemTem, as my mentor is Kees Klop for this bootcamp.

Looking forward to sharing more later!

Take a look at the full effect here:
www.artstation.com/artwork/mA0zJv

1 year ago 1 1 0 0
Video

Next on the line I made this exploding crystal sphere. The main challenge I set myself was creating it all in a single Niagara system, including all animated assets. I had a lot less time for this one, but I'm still proud of it!

You can look at the effect here:
www.artstation.com/artwork/5WZWmz

1 year ago 0 1 0 0
Video

I'm going to start this sequence of posts of recent FX I've made during the VFXA Portfolio Bootcamp with the first assignment; a waterfall. There are some things I'd change if I would redo it, but overall, I'm very happy with the result!

View the full effect here:
www.artstation.com/artwork/lGyGJO

1 year ago 3 1 0 0

Hey! Big fan here :) Haven't posted yet here, but will start to do so soon!

1 year ago 1 0 1 0
Advertisement
Tip on planning video games

Tip on planning video games

Here is a collection of stuff I learned over the years about direction and production of games 🧭

These worked for me, hopefully it can inspire or be useful to you.

Thread with #gamedev tips starts here 1/
🧵

1 year ago 49 15 13 0

Thank you for making this amazing pack!

Wrapping up a few things before I'm going to start posting VFX and Tech Art stuff here as well in case there are some more spots available :)

1 year ago 1 0 1 0

Subtitles aren’t just for deaf or hard of hearing players. They’re important for players in loud environments (who can’t use headphones), non-native speakers who rely on text to follow dialogue, and many neurodivergent folks who struggle to focus or process audio quickly. Just to mention few.

1 year ago 22228 2788 686 233
The intro title shot from the PS3 game Journey. This is from the finished game. The title "Journey" is displayed above a distant mountain, with the player character seeing it from atop a sand dune.

The intro title shot from the PS3 game Journey. This is from the finished game. The title "Journey" is displayed above a distant mountain, with the player character seeing it from atop a sand dune.

The intro title shot from a work in progress version of Journey. The title's font is different, the composition is asymmetrical, and the distant mountain is not as tall as the final version.

The intro title shot from a work in progress version of Journey. The title's font is different, the composition is asymmetrical, and the distant mountain is not as tall as the final version.

My initial sketch for the title shot for the game Journey. A simple, small line drawing featuring the player character in the foreground and the mountain in the distance.

My initial sketch for the title shot for the game Journey. A simple, small line drawing featuring the player character in the foreground and the mountain in the distance.

10th anniversary Journey thread, recreated:
I was the art director of thatgamecompany's Journey. It set the course of my career and my art. I'm forever thankful to the community of players and their incredible love for the game. This is a thread comparing early dev images and how things shipped.

1 year ago 3182 1157 113 97