ティマ

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ティマ

ティマ

@_tageri

Katılım Ağustos 2020
225 Takip Edilen19 Takipçiler
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おっきい芋🥑
おっきい芋🥑@imo_dekai·
キラキラのお品書
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Paulina Miciulevičiūtė
Paulina Miciulevičiūtė@paulinaVFX·
I wrote a reflection post 'What I've learned working for 2+ years as a VFX Artist in games'. It might be useful for those who are starting out to avoid some pitfalls ✨ You can read it here: bit.ly/3QpBGYr
Paulina Miciulevičiūtė tweet media
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HASU(ハス)
HASU(ハス)@Tako0980·
めっ!メイキング🏴‍☠️ このカットは原画〜彩色まで一気に制作してます🏴‍☠️ youtu.be/JGgnJ0XKGN4 #マリンのお宝 #indie_anime
YouTube video
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Haoling-W
Haoling-W@Wanhaolin·
Unity VFX
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RTFX animation
RTFX animation@rtfxanimation·
The difference between animation on threes, twos, and ones - levels of inbetweening in 2D FX #RTFX #2DFX #animation #fire
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ヤマダイ
ヤマダイ@ymrun_jp·
value curve type
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Mirza Beig
Mirza Beig@TheMirzaBeig·
Third #UnityTip in a row! > Bounding rain with movement. 🌧️📦 As the player-camera moves, particles can simulate... 1. Local: particles move with the camera. 2. World Space: camera moves through particles. The first will look strange because, in the real world, rain doesn't move with you, and the second has limitations in that moving too far/fast outside the emitter will require time for additional particles to spawn. The problem with #2 can be mitigated by using Rate over Distance, but now you'll likely have to spawn a lot more particles. Solution? Loop the SAME particles into a bounding box while simulating world space, thus allowing the emitter to move, spawn particles freely, AND force them to always stay with the player. This can be done via shader (passing each particle's center position through custom vertex streams), or C#. #unity3d #gamedev #indiedev #vfx #realtimevfx
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Lightsoul
Lightsoul@Lightsoul_fx·
A couple exercises on spacing and timing for students #2dfx #animation
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Gregory Oliveira
Gregory Oliveira@godsgreg·
The splash art shader I made for Tomb Raider Reloaded. It uses some edge detection and gradient maps to create the sketchy look. It transitions from all white, to pencil work, values, then the final render. #VFX #MadeWithUnity #realtimeVFX
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TUATARA
TUATARA@Tuatara_Games·
Value erosion, expanded! Here's a useful distinciton between a regular and normalized approach. Normalized will hold onto the value and color better. #realtimeVFX #UnrealEngine #gamedev
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✨Rafles✨
✨Rafles✨@SrRafles·
cute uwu
✨Rafles✨ tweet media
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