Environment Artist at The-Mark Entertainment

Joined October 2011
Matija Gubez (Xamoth) retweeted
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Over Jump Rally is a Sega Rally tribute, remade entirely in @UnrealEngine5, and we are hoping to become an official remake one day. A first game by Alessandro Schiassi Sound Effects by @pshelleyaudio "Silverstream" theme composed by @neoteaika This gameplay video shows the final visuals and the brand-new sound effects using @audiokinetic's Wwise and REV2! The car handling is also final, but I usually don't drive using the hood camera, so there are some crashes here and there, which I wanted to keep in the video to show the physics (and SFX) in action. The video was recorded in Ultra settings at native 1440p on an RTX 4090 and i9-13900k, clocking around 90fps. The performances are quite scalable, especially on lower resolutions and using TSR upscale technology. DLSS and FSR will also be added. The lighting is all done in Lumen Software, and almost every mesh is Nanite (except for translucent surfaces). Fun fact: there are 2 Billion polygons in the entire map! Chaos Vehicle is used for car's physics. FAQs: 1) Yes, a console port is planned, but only for current-gen consoles (PS5, XBSX/S). 2) No Steam Deck compatibility, as its hardware is not powerful enough. It should work fine on ROG Ally and Legion Go. 3) Yes to wheel support (and FFB); it's coming! 4) No, I don't have a date for the upcoming demo release, but you can see it's in good shape (still missing VFX and game logic, but graphics and handling are 100% done. Some SFX are still missing). #indiegame #UnrealEngine5 #segarally #ue5 #Lumen #lanciadelta #toyotacelica #rally #SEGA #セガ #セガラリー
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Matija Gubez (Xamoth) retweeted
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This is what i do with my RTX5090
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Matija Gubez (Xamoth) retweeted
When the Napalm Girl photo showed a child fleeing napalm in Vietnam, it fueled outrage and changed history. Today, the world watches Palestinian children burn on live stream as Israel’s final solution unfolds in Gaza, yet the west remains silent, inept, and indifferent.
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Matija Gubez (Xamoth) retweeted
Tamriel Rebuilt is pleased to announce the release of our latest expansion, 25.05: Grasping Fortune!
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Matija Gubez (Xamoth) retweeted
Notes on .@t_looman UE5 Unreal Engine Optimization Netflix and Chill Video: -r.nanite.maxpixelsperedge >4 (default 1) - simplified complexity of the nanite vis buffer(stat gpu) -less is best -r.temper.sharpen 2 - 👀👀👀 -Light complexity view mode -Stat gpu / do you need all these lines? Lense flare? Just be sure. -shows costs on the gpu ranked -Mega lights / invalidating lights … sounds like virtual shadow map page invalidation. -reduce light attenuation range, overlaps, and cone(into known shadow areas) & reduce cones -setup light max actor draw distance as low as possible -Virtual Shadow Map Cache Page Viewmode Blue expensive/invalidated. -r.shadow.virtual.showstats 1(try to remove invalidated) / r.shaderprint 1 -WPO materials, will trigger light -Nanite makes WPO expensive, since you should use verts and not wpo. -Set max distance on WPO if you have to use it, for things like animations (wind/foliage) Evaluate WPO view mode, green is wpo(expensive)/“bad.” -Ensure your shadow and lighting aspects of your materials ALSO have a max range for affect. Shift+/ will reset Niagara sims -niagarasystemcounts will show how many active systems are in the world -stat Niagara / details on Niagara costs -No culling by default within Niagara, you need to enable it (fullstrum etc)or use an effect type. -low update feq may be ok on the affect type -cpu v gpu, if your rendering is suffering, and you have extra cpu cycles… or is the game thread busy and the renderings waiting? Assets: -level stats: try removing meshes that are used only once. Same for materials. Unify -nanite stats -shader bins: reduce empty -custom data doesn’t require unique materials. Single draw. -nanite all the things. Convert to masked materials from translucent if possibles… then nanite that ;) -disable collisions on meshes you don’t need to collide with or cannot get to. Same for shadows on meshes you can’t see shadows from. -showflag.nanitemeshes 0 will hide all nanite, make it easy to see what meshes you missed. -nanite fallback meshe generation have been tuned in 5.3+. Ensure your meshes are not using a 100% fallback mesh, as collision uses the fallback mesh. So simplify it. -resource viewer: figure out the size and costs of items in your level. Reduce them. -turning things off to improve performance: toggle it, see if it makes enough of a difference to you for the cost. -t.maxfps 999 -abtest : console command to toggle console actions -stat draw count -component “detail mode” allows you to hide a mesh based on the scalability setting 🧐Link in comments
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Matija Gubez (Xamoth) retweeted
Impact and Explosion Study I used Embergen to create the flipbooks. #UE5 #realtimeVFX #gamedevs #VFX #Embergen
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The B-Wing Cockpit animation and model are done! I've been at this one for a while, and I'm relieved to have it finished, so I can move onto something else. Enjoy! Rendered in 3dsmax 2024 using VRay 7 GPU on a 4090 RTX. It took about 3-3.5m per frame.
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#geometrynodes tree generator vol35. With superfast canopy calculations. Also superfast wind, root deformations etc! #someday #b3d
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Matija Gubez (Xamoth) retweeted
did you know that you can actually name your RGB outputs in texture parameters? very useful!
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I'm @ralphbakshi and I directed the fantasy films: LORD OF THE RINGS, WIZARDS, and FIRE AND ICE. Now is the time to #StandWithAnimation
Let’s remind everyone that their favorite animation is made by us—human animation workers! Post a pic or illustration of yourself, include your job & favorite series or movies you’ve worked on & tag TAG so we can share! Thanks Hannah Partlow for this graphic. #StandWithAnimation
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Matija Gubez (Xamoth) retweeted
"Doing nothing for others." Who do you think makes all the movies, games, books, comics, TV shows and other media you consume? Artists and creatives. What a stupid, ignorant tweet.
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Matija Gubez (Xamoth) retweeted
You HAVE to watch the latest short by @Mrdodobird. It's so visually fertile, layered, inhabited.
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Yesterday, we were counting with our lead designer Prokop Jirsa, how much we actually wrote for KCD2. So guess how big the script is? 2 200 000 WORDS! Or 11,000 typical screenwriting pages. That's a 100 scripts for a typical two-hour movie. Or about 25 average novels.
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Matija Gubez (Xamoth) retweeted
🎬 MAX PAYNE SCRIPT GIVEAWAY 🎬 Own a printed copy of the original Max Payne film script, pre-Fox edits, signed by @ScottApogee! To enter: Repost, Like, & Follow. We’ll also include a Max Payne mouse pad. Free worldwide shipping. Ends Thursday.
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Matija Gubez (Xamoth) retweeted
I love decals and graphics. There are so many cool details and considerations when designing them. Here's a closer look and what the different elements mean. This decal protocol is often used on glass panes in several industries, automotive included:
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Bone Totem is currently 50% off on the @Steam DAILY DEAL!!! Get it NOW! store.steampowered.com/app/1… #SteamDeals
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