Thibaut | Origamic Seed

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Thibaut | Origamic Seed

Thibaut | Origamic Seed

@OrigamicSeed

Dev @StudiosChanko! Working on @KewbiiGame (colorful puzzlegame on Steam/Android/iOS) 🎮🧩 #SeadsGame still in the pipeline! 🏝️🌱

Lyon (FR) เข้าร่วม Temmuz 2014
239 กำลังติดตาม717 ผู้ติดตาม
Thibaut | Origamic Seed รีทวีตแล้ว
Warp Door
Warp Door@WarpDoor·
U.F.O. (@OrigamicSeed) "As an Unidentified Fridge Operator, manage a frige and make its owner happy!" Free - Windows, Mac, Android, Browser: warpdoor.com/2025/07/11/u-f…
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Thibaut | Origamic Seed รีทวีตแล้ว
Mirza Beig
Mirza Beig@TheMirzaBeig·
🌀 A mathematically 'perfect' sword slash. ✨ uvCenter = (uv * 2.0) - 1.0; polarUV.x = length(uvCenter); polarUV.y = atan2(uvCenter.x, uvCenter.y) / TAU; circle = step(polarUV.x, 1.0); angleGradient = polarUV.y + 0.5; radialGradient = 1.0 - polarUV.x; return (angleGradient - radialGradient) * circle; The angle gradient is hollowed out using the radial gradient, and the result masked by a circle. You can subtract by noise or any other pattern, and remap/animate the gradients for the same result as below.
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Thibaut | Origamic Seed รีทวีตแล้ว
Mirza Beig
Mirza Beig@TheMirzaBeig·
float x = (uv.y * frequency) + phase; float a = (frac(x) * 2.0) - 1.0; float circle = sqrt(1.0 - (a * a)); float sign = (saturate(smoothstep(0.5, 0.5, frac(x / 2.0))) * 2.0) - 1.0; float circleWave = circle * sign; float amplitude = uv.y * 0.1; float uvOffsetX = wave * amplitude;
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Thibaut | Origamic Seed รีทวีตแล้ว
Mirza Beig
Mirza Beig@TheMirzaBeig·
🕹️ PS1-style texture/vertex transformations in #Unity3D, with post-processing (quantized resolution) grid shader to visualize 'pixel' snapping at work. See 🧵 for scene/game/material view! #screenshotsaturday #realtimevfx
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EvilReFlex@EvilReFlex

I recreated the iconic PS1 vertex jittering in #UnrealEngine5! ✨ Added a video with a grid to highlight the effect and lowered the precision to better show what happens! #UnrealEngine #PS1 #GameDev #UE5

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Thibaut | Origamic Seed รีทวีตแล้ว
Ewoud
Ewoud@Ewoud3D·
SCHiM is out now! 👀 Embark on a playful journey in SCHiM and get ready to jump from shadow to shadow 🌇 #indiegame #indiedev
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Thibaut | Origamic Seed รีทวีตแล้ว
James Lucas
James Lucas@JamesLucasIT·
Thread on the beauty of wildlife 🧵 1. When it’s cold enough to see the melody
James Lucas tweet media
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Vexod14
Vexod14@Vexod14·
@OrigamicSeed Eeeet finito le premier ! Je démarre le deux là (y a moins d'ascenseurs haha c'est cool ! L'histoire est beaucoup trop cool c'est trop trop bien !)
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Vexod14
Vexod14@Vexod14·
Je découvre Mass Effect. Le bonheur que c'est la VF, et l'univers, l'histoire...je savais à quoi m'attendre avec Bioware et c'est un régal ♥ Merci à tous ceux qui ont bossé dessus, vous êtes fantastiques !
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Thibaut | Origamic Seed รีทวีตแล้ว
𝗝𝗮𝘃𝗶𝗦𝗸𝗮𝘂 | Environment / Prop Artist
Let’s talk about Uvs and when you should make Cuts. What do you think? I always use the rule of 90 degrees and hard edge rule. If it is hard edge, uv island split same for 90 degree changes 🤔
𝗝𝗮𝘃𝗶𝗦𝗸𝗮𝘂 | Environment / Prop Artist tweet media
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Thibaut | Origamic Seed รีทวีตแล้ว
Joyce(MinionsArt)
Joyce(MinionsArt)@minionsart·
Havent tried Textmesh shaders before but this was pretty fun to make :)
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Thibaut | Origamic Seed รีทวีตแล้ว
Mirza Beig
Mirza Beig@TheMirzaBeig·
Particles are sampling colour from nearby emissives. The fog can pick this up, too. Things like neon signs with baked indirect lighting will glow and illuminate airborne particulates (fog/mist/smoke). Post-processing bloom is sometimes used to simulate this effect, but this won't work when emissive go offscreen, and isn't truly 3D. Another interesting note- it should be possible to create volumes with baked lighting data (into 3D textures) then sample that for really fast, [pre-calculated] lit fog. #unity3d #gamedev #realtimevfx
Mirza Beig@TheMirzaBeig

overkill volumetric light bokeh w\ pastel colours 🖌️🎨

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Thibaut | Origamic Seed รีทวีตแล้ว
Emma Goetz
Emma Goetz@emmagoetzsketch·
Thanks to everyone who has been so nice towards my recent bathroom painting! Here is a process vid!!
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