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TIGSource ForumsDeveloperArt (Moderator: JWK5)game art tricks
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gimymblert
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« Reply #340 on: October 10, 2017, 02:48:14 PM »

I'll be awesome when I will be doing instead of just doling Tongue
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JWK5
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« Reply #341 on: October 10, 2017, 03:28:06 PM »

I'll be awesome when I will be doing instead of just doling Tongue
You are doing, you're doing for others and that is awesome.
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My Art Tutorials:
 Here

"Today is victory over yourself of yesterday, tomorrow is victory over lesser men." - Miyamoto Musashi
oahda
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« Reply #342 on: November 14, 2017, 10:57:35 AM »

Really cool vertex shader techniques for advanced animations:





Bunch of animation tips from industry veterans:



« Last Edit: November 15, 2017, 01:27:30 AM by Prinsessa » Logged

zizulot
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« Reply #343 on: November 20, 2017, 05:10:06 AM »

Cheers guys, you make my day easier with your awesome finds  Beer!
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oahda
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« Reply #344 on: December 15, 2017, 06:47:18 AM »

Metal Gear Solid V graphics study / "How MGSV renders a frame"

http://www.adriancourreges.com/blog/2017/12/15/mgs-v-graphics-study/
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gimymblert
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« Reply #345 on: December 15, 2017, 11:59:52 AM »

https://www.youtube.com/watch?v=7Fl3so0Z5Tc?
The Inner Workings of Fortnite's Shader-Based Procedural Animations


Hahaha I had already pushed the fornite one
The other ones are great though
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gimymblert
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« Reply #346 on: January 20, 2018, 12:56:50 AM »




IK Rig: Procedural Pose Animation
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gimymblert
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« Reply #347 on: January 26, 2018, 07:25:11 PM »

http://www.jordanstevenstechart.com/physically-based-rendering
Physically Based Rendering Algorithms:
A Comprehensive Study In Unity3D
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gimymblert
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« Reply #348 on: January 28, 2018, 12:21:08 AM »

http://www.adriancourreges.com/blog/2017/12/15/mgs-v-graphics-study/
Metal Gear Solid V - Graphics Study
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gimymblert
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« Reply #349 on: January 28, 2018, 02:25:38 AM »

https://www.guerrilla-games.com/read/decima-engine-advances-in-lighting-and-aa
DECIMA ENGINE: ADVANCES IN LIGHTING AND AA

https://www.dualshockers.com/guerrilla-lighting-tech-horizon-zero-dawn-2160-checkerboard/
Guerrilla Reveals Lighting Tech for Future Games; Talks Horizon Zero Dawn AA and 2160p checkerboard

http://comicbook.com/gaming/2017/11/26/digital-foundry-horizon-zero-dawn-frozen-lands-graphics/
Digital Foundry’s Technical Breakdown Of Horizon: Zero Dawn Shows Just How Breathtaking It Is
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gimymblert
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« Reply #350 on: January 29, 2018, 04:57:52 AM »


3D shader for toon effect and applying some texture to the entire model:
https://pastebin.com/PHFz2N15

post-effect 2D shader doing most of the work with smudging etc:
https://pastebin.com/66Dqhiad

blog thingy i wrote with a little more info on how the basic brush effect works:
https://ldjam.com/events/ludum-dare/39/spacejammed/spacejammed-technobabble

C# script to attach the post-effect to camera:

Code:
using UnityEngine;
using System.Collections;

[ExecuteInEditMode]
public class CamPost : MonoBehaviour
{
[SerializeField] private Material m_material;

void OnRenderImage(RenderTexture source, RenderTexture destination)
{
Graphics.Blit(source, destination, m_material);
}
}

there are still some issues with texture mapping, how things look in motion and so on, but i'll fix that later
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gimymblert
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« Reply #351 on: January 30, 2018, 04:03:27 AM »




Huddle up! Making the [SPOILER] of INSIDE
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gimymblert
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« Reply #352 on: January 30, 2018, 12:49:49 PM »

https://forums.tigsource.com/index.php?topic=40832.msg1363742#msg1363742
Reducing 1-bit dot flicker via sphere-mapped dither pattern

https://lospec.com/palette-list
PALETTE LIST
The Lospec Palette List is a database of palettes for pixel art. We include both palettes that originate from old hardware that could only display a few colors, as well as palettes created by pixel artists specifically for making art. All palettes can be downloaded and imported into your pixelling software of choice
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gimymblert
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« Reply #353 on: January 30, 2018, 01:07:08 PM »




How to solve a maze using shaders - Shadron tutorial


https://www.shadertoy.com/view/MlscWX
Turn n' Burn  Has been Shader of the Week!   

https://twitter.com/bobacupcake/status/957777266959794176
got a lot of people asking how i do my sparkly effects and i love the shader tutorials by @minionsart so i got inspired to make my own!! gonna go more in-depth in the replies #gamedev #madewithunity

https://twitter.com/artofsully/status/955853823347601408
I'm always looking for new ways to speed up and improve my workflow and recently I've been using Adobe AfterEffects to create some cheeky pixel animation hacks! Here's a tutorial of one of my favourites! More to come Smiley
« Last Edit: January 30, 2018, 01:28:47 PM by gimymblert » Logged

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« Reply #354 on: January 30, 2018, 02:35:31 PM »

Interesting use of shaders. Thanks for sharing Smiley.
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gimymblert
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« Reply #355 on: January 31, 2018, 06:23:57 AM »

https://godotengine.org/article/godot-3-0-released
GODOT 3.0 IS OUT AND READY FOR THE BIG LEAGUES
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« Reply #356 on: January 31, 2018, 10:12:09 AM »





http://phildec.users.sourceforge.net/Research/VolumetricBillboards.php
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gimymblert
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« Reply #357 on: February 02, 2018, 08:53:43 AM »

https://twitter.com/minionsart
great twitter with lots of single screen animated tutorial like this:



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« Reply #358 on: February 02, 2018, 11:55:31 AM »

Yep, I already follow minionsart, their tutorials are pretty freaking great! They even have shader examples.
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« Reply #359 on: February 02, 2018, 04:17:59 PM »

moi aussi ~
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