Blake Withers πŸ’›πŸ’™ (@bwithers) header
Blake Withers πŸ’›πŸ’™ (@bwithers) profile picture

Associate Technical Art Director || Character Artist || Senior Tech Artist

Toronto
Joined March 2009
Photo by Blake Withers πŸ’›πŸ’™ (@bwithers)Photo by Blake Withers πŸ’›πŸ’™ (@bwithers)Photo by Blake Withers πŸ’›πŸ’™ (@bwithers)Photo by Blake Withers πŸ’›πŸ’™ (@bwithers)Photo by Blake Withers πŸ’›πŸ’™ (@bwithers)Photo by Blake Withers πŸ’›πŸ’™ (@bwithers)Photo by Blake Withers πŸ’›πŸ’™ (@bwithers)Photo by Blake Withers πŸ’›πŸ’™ (@bwithers)Photo by Blake Withers πŸ’›πŸ’™ (@bwithers)Photo by Blake Withers πŸ’›πŸ’™ (@bwithers)
Pretty satisfied with my single bone Eye Deformation via @artstationhq who needs bones when you got some sweet sweet shader tech. See the math with silly drawings over here artstation.com/artwork/4XLJ5… #characterart #techarttips #UnrealEngine #3dart
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It's pretty funny that epic has been so AI this AI that metaverse BS and we get this. Fortnight shaderams vs endfield shaders, different rigs... Games will never be able to transfer assets 1 to 1 it's just not possible. Every game makes its own choices on rigs, shdr shortcuts...
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So stupid! Cause the primary coordinate plane in a 3d game is left-up?! Ughhhhh unreal was so nice before.
Indeed Unreal Engine is moving to Left-Up-Forward coordinates everywhere, starting with UEFN, and coming to UE5-6 in an incrementally-adoptable way through UI settings and C++ helper functions/macros to ease the transition. This will align Unreal with Y-Up, right handed standards of USD and glTF. Why? Because future 3d tools and ecosystems will be increasingly interoperable and standards-based. There are a lot of missing standards we’ll need to propose, and Team Unreal will be far more successful proposing new things if we adopt and add to existing standards and conventions. The USD-glTF-Maya-Houdini quadrant is the center of mass for complex code-art-pipeline tooling that is highly sensitive to coordinates. (Flipping coordinates when exporting from AutoCAD or Blender is easy enough; changing a movie vfx pipeline is not). Coordinates based on project settings sound like a have-it-your-way compromise but are a combinatorial mess when projects are a mix of code modules and content packages from many independent authors. The best time to make this change would have been 1995, but I believe the second best time is now with the launch of Scene Graph in UEFN.
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Hmmm, wasn't there a giant class action lawsuit a few years back over a game and it's trailer... Aliens... Aliens... Aliens colonial marines... Settled for 1.2million...
ARK: Survival Evolved's new DLC, ARK: Aquatica, gets ripped to shreds by the gaming community for its AI-generated trailer. Somehow, it's even worse than Catly: 80.lv/articles/ark-survival-…
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Blake Withers πŸ’›πŸ’™ retweeted
🎊#amicoX_35K Campaign🎊 1 lucky winner will win 35K AmiAmi PointsπŸ‘‘ 🧑How to Enter🧑 βœ… Follow @AmiAmi_Report βœ… Repost this post πŸ“’Enter by Mar. 16 at 11:59PM (JST) Amico's X is almost at 35K followers✨️ Join us to celebrate her activities on @amicoamiami (*Acc in Japanese)
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To save time: set the material to cast shadows as masked. Then add a shadow pass switch node. Into the pin labeled default plug you regular opacity. Plug your opacity in to a dither temporal AA and plug that into the shadow pass plug.
Learn how to achieve realistic translucent shadows in Unreal Engine 5 with a trick from @PolySphere3D's new video, allowing you to control the shadow's intensity while adapting to dynamic lighting scenarios. Watch here: 80.lv/articles/tutorial-real…
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So happy to see someone use my wpo eye deform.
Replying to @AaronC3D
WPO eye deform, based on @bwithers implementation
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Other than abominable are there other words that can be pronounced as a sentence? A bomb in a bull. Also does that have a name? #therealqueation
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Blake Withers πŸ’›πŸ’™ retweeted
Pretty satisfied with my single bone Eye Deformation via @artstationhq who needs bones when you got some sweet sweet shader tech. See the math with silly drawings over here artstation.com/artwork/4XLJ5… #characterart #techarttips #UnrealEngine #3dart
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Blake Withers πŸ’›πŸ’™ retweeted
Listen closely to the voice in the darkness...
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I think this gif is tech arts most important gif:
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can not believe that @discord has lumped win 10 into the same catagory as win 8 and lower. win10 is still a larger market share over 11 ...
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I will be the grand Duke! Okay so what you want. I will not be the grand Duke! Umm okay that's some flipflopity nonsense.
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This is true answer
ok here's my ultimate answer to Y vs Z up: step 1: imagine a 2D world map for your game step 2: that's your XY plane! step 3: decide what "up" means (usually the opposite direction of gravity) step 4: see which axis "up" points along, which is usually Z or Y
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Blake Withers πŸ’›πŸ’™ retweeted
πŸ’ƒπŸ”
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I feel this is lets never get any work done in unreal... this would be too much fun
Had an idea to make Blueprint more fun and intuitive. Think I'm on to something!
Blake Withers πŸ’›πŸ’™ retweeted
Iliad is so good. It allows complex image editing with layers directly in Unreal. A great replacement for some other expensive software. Also it's been free for a long time. FREE
Have you ever wanted to draw in Unreal? ILIAD is a plugin that lets you author textures inside the engine. Check out our last livestream for a full demonstration! πŸ“Ίforums.unrealengine.com/unre…
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Really happy with how the corneal deformation shader effect is working out - solved the eyelash push with a simple dot product instead of having to resort to some annoying vert-color. The upper lashes still need the lid close morph so that's why they're not moving correctly yet
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Improved it by blending between both the eye direction vector and the "pupil to vertex" vector.
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Anyways here's some other shots I've collected working on this piece #characterart #3dmodeling #techart #gameart
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