
Technical Art. I publish everything I create CC0 (free) https://xitter.cf/t.co/hiFrzW0iV2 https://xitter.cf/t.co/puftHXnVoA #Unity3D #UE5 #Blender3D #C4D #IndieGameDev
St. Louis
Joined September 2008
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- Following1.3K
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Christopher Sims retweeted
More experiments with sharp shadows!
super easy to just generate sharp shadows for any mesh and get rid of these gaps or artifacts in my shadows that I often get
#madewithunity
Christopher Sims retweeted
Linework is NOW LIVE on the Asset Store!
A practical toolkit for rendering outlines, highlights and fills in Unity 🖍️
Get Linework here
> assetstore.unity.com/package…
Christopher Sims retweeted
Replying to @NickDCarver
Do you know if it's depth + normal based? And then some noise added, is the geometry just wonky?
Christopher Sims retweeted
we've crossed 100 students!!! Thanks so much for the support on the course! can wait to see what all of you cook up!
Christopher Sims retweeted
First lookdev screenshot of our Deadalus.am game! Loving this style so much! What do you think? 👀
#screenshotsaturday #unity #gamedev
I lose followers every time I like an NFT. Thing is, this is beautiful and I love Moebius inspired art, kudos 💜
Midjourney prompt: high priest by moebius -stylize 3500
If like me you were under a rock the past week, try out
Midjourney discord.gg/midjourney #midjourneyAi
Christopher Sims retweeted
I have just discovered the work of @csims314 and I am obsessed. If you ever wanted to use @unitygames to make beautiful, handrawn-style content, go follow him asap (he publishes all his shaders free/CC0 on Github)!
Replying to @RollerDome
@Rollerdome has a cool approach to edge detection for all of those detail lines you see on the player and landscape. Here is a rough idea of how it's done! (fantastic game, don't miss it) Frame by frame below 👇 #unity3d #gamedev
The base color and edge maps can be combined so edge detection can be done in a single pass at no additional cost. The end result is perfectly uniform line width, which would be harder to achieve if interior lines were not captured by the same edge pass.
I'd love to hear a breakdown from the dev team on the workflow they used for creating all of the edge maps😀 @chonkurabb @dreofthedead @Roll_7 @rollerdrome























