MeshBlend is finally here! π₯³
So proud to finally release what I've been working on for 16 months!
MeshBlend brings next generation blending to Unreal. Easy to use, fast and great quality!
Available on Fab for #UE5 now!
#gamedev #unrealengine
Posts by Kay Volbeda
Congrats on the promotion Jeremy! π₯³ππ₯
www.microsoft.com/en-us/workla... Microsoft's analysis of work trends.
Some data is terrifying "employees using Microsoft 365 are interrupted every 2 minutes by a meeting, email, or notification".
No wonder everyone has a hard time focusing and almost everyone I know experiences ADHD-like symptoms.
sea glass: unreal shader + quick houdini shells & rocks #techart
I always end up saying something along the lines of:
"Wishing you (much) strength". I think that is pretty close, though not as concise as "sterkte".
normal human talks about the issue, show examples, discuss problems, offer solution, all that without screaming or crying! hats off for being able to discuss such a sensitive topic like a normal human!
www.youtube.com/watch?v=YEtX...
I'm organising a technical art meetup at Develop: Brighton! β¨
I found it hard to find others last year so wanted to try running a little group this time. Even if you can't join, do share so others can see it.
More info here: www.linkedin.com/feed/update/...
We have an open position for a VFX intern in our team! If you are interested in creating real-time VFX for video games and are enrolled in a Dutch school related to this field, don't be afraid to send in your application! π₯
www.guerrilla-games.com/join/fx-art-...
A picture of my personal project in Unreal Engine 5, depicting the typical Haussmannian Architecture you can see in Paris. The camera, softly framed by tree branches in the foreground, looks up at a 5-story Haussman-style building illuminated by the sunlight.
Excited to show you my latest personal project, my Haussmann Architectural Study! Been working on this project when I have spare time here and there. Super stoked to have been able to finish it!
www.artstation.com/artwork/eR98dP
#GameArt #UnrealEngine
Congrats!
I hope you updated your uint8_t's to uint16_t's already! π
EGS is a program made in unreal engine itself. So there is the default UE cruft to work with already.
But then on top of that it just loads and displays webpages. So the slowness is probably the combination of those 2.
Stylized kitchen render
Medieval garage render
Render of stylized wood bark
Render of certified potion
Happy #PortfolioDay!
My name is Lili and I'm a 3D game artist currently studying in the Netherlands! I will be graduating this summer and I'm looking for work once I'm done.
Artstation: lilibruijn.artstation.com
Email: lilibruijn_7@hotmail.com
#3dart #LookingForWork
Game project of a Japanese store front selling holographic fish
Japanese temple with floating jelly fish
Koi pond with lots of foliage and sparkly water
Image of 4 green gouache paintings, three of trees and one of grass
Hi #PortfolioDay ! π I'm Nina, a Technical Artist currently at Sumo Digital, and I love fishes. Here's some previous personal work, and a few of my favourite gouache paintings ποΈ
π¨Portfolio: www.artstation.com/ninaklos
π¨Linkedin: www.linkedin.com/in/ninaklos
#gameart #unreal #techart #gamedev
Ah the conservative depth test is like the mafia then π
Yeah exactly, glad to hear my knowledge isn't faulty on that part π
Ah okay, and if it does pass, it will still invoke the pixelshader which then does the write into depth buffer I assume? Or can the rasterizer handle that too immediately?
Ah okay, yeah that makes sense.
Its basically a pinky promise that you won't overwrite an existing pixel with a depth value greater then what was there.
Idk the exact naming of graphics programming concepts haha π
But I think I mean early Z pass (the depth pass that happens as one of the first things to then lager on compare draws to reduce overdraw)
Perhaps they write it into a seperate decal depth buffer? Probably expensive though to keep a fillers depth buffer in gpu memory during deferred decals stage.
Interesting, how does the depth pass handle that? Then the fragment shader writes depth to depth buffer right? Or is the extra cost just accepted in that scenario?
Bool* not a book π
You can use the SaveLoadedAsset. You can give it a book to toggle the dirty flag on the asset so unreal's save system and the source control systems are aware (or not)
Happy birthday Mara! π
Man its looking amazing Asher! Love the visuals!
Can't wait! π
Graphics programming conference and engine programming conference I believe?
GPC was in Breda a few weeks ago at BUAS
Oh for sure, benev. dictator sets explicit directions.
I do think that those set directions need to be carefully determined. They can become problems at larger timeframes.
Just like a direction, one degree off is not a big problem most of the time at 1m distance. But at 100m it can be a issue. π
It would allow users to create converters, generators and importers themselves relatively easily.
Ex:
Tree is moved in the world, this tree is ref by 2 generators:
1. The terrain mesh generator uses the tree location to flatten the terran.
2. Foliage scatter updates region to accommodate tree move.
Ah I see, yeah that's an important thing to define.
In my personal project I'm thinking of using some form of type checking to ensure correct references are handled. Doesn't stop it completely but I don't want to entirely prevent it either, so that's fine. (I think π€)