Martin Vestergaard Madsen's Avatar

Martin Vestergaard Madsen

@subtilicus

Technical Art Director, Stealth Mode 23 years in games. Dane, living in Sweden. Formerly Unity Technologies : FPS Sample, Megacity & DOTS. Io Interactive: Lead Artist and Tech. Art Director on Hitman & the Glacier Engine.

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Latest posts by Martin Vestergaard Madsen @subtilicus

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new family of cellular automata! this is literally the first time i've ever seen them running. they look lively.

i'm using count of ortho neighbors as 1 axis and count of diagonal neighbors as the second axis. rule lookup is 5x5.

28.01.2025 20:41 ๐Ÿ‘ 52 ๐Ÿ” 4 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 0
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For the love of our eyeballs, do not align your ember particles to velocity!

Donโ€™t give them that comet texture either, ugh.

Letโ€™s make
โœจphysically based flying embersโœจ

A Unity vfx graph implementation and explanation below. ๐Ÿงต

27.01.2025 12:07 ๐Ÿ‘ 60 ๐Ÿ” 15 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0
Surface-Stable Fractal Dithering
Surface-Stable Fractal Dithering YouTube video by runevision

Very neat novel dithering approach by former colleague Rune Skovbo, Iโ€™m sure it will find cool uses beyond simple shape shading.

youtu.be/HPqGaIMVuLs

26.01.2025 22:53 ๐Ÿ‘ 4 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

itโ€™s called a laptop!

17.12.2024 07:55 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

The inflation adjusted price for photoshop in 1990 ($895) would be $2200 today, Quite the barrier of entry.

08.12.2024 18:23 ๐Ÿ‘ 7 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Because they donโ€™t actually live there. Most super rich are just nomads so all their โ€˜homesโ€™ are just fancy hotel rooms.

08.12.2024 14:33 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Cthulhu or tree?

08.12.2024 12:19 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

depends on this size / complexity of the object, left will be come unmanageable fast on more complex structures, eventually you have to find a way to terminate the loops.

07.12.2024 15:31 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Gorgeous!

07.12.2024 15:20 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Senior Content Designer, Player Housing - World of Warcraft | Boston, MA or Irvine, CA in Boston, Massachusetts, United States of America | Game Design at Blizzard Entertainment Apply for Senior Content Designer, Player Housing - World of Warcraft | Boston, MA or Irvine, CA job with Blizzard Entertainment in Boston, Massachusetts, United States of America. Game Design at Bliz...

We're hiring a senior content designer on the WoW Housing team! Come work with me!

careers.blizzard.com/global/en/jo...

06.12.2024 20:45 ๐Ÿ‘ 166 ๐Ÿ” 59 ๐Ÿ’ฌ 10 ๐Ÿ“Œ 9

i think that is just a curb side, not a finger.

06.12.2024 21:28 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

My first steps into game art was painting new on top of your Q3A character textures :)

06.12.2024 18:58 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
Prefab Brush - Unity 3D Object Placement & Level Design Tool - Unity Asset Store
Prefab Brush - Unity 3D Object Placement & Level Design Tool - Unity Asset Store YouTube video by Harpia Games

Not to make this a Godot vs Unity thing (i love all game engines) but Unity has a script function to physics step in edit mode, which allows for object placement tools like this, could make for a good feature request for godot.

youtu.be/3lYot7QdD_w

06.12.2024 18:46 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

you would usually want to weld verts across the mirror seam, for mesh smoothing reasons.

06.12.2024 09:58 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

might have missed it on your feature plan but mirroring functionality / a realtime symmetry modifier seems like tablestakes in a modeller to me.

06.12.2024 09:43 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

well they are also not of an ignorable size, some games have a gigabyte or more of shader variants. So it could be a huge download to cover all bases.

06.12.2024 08:24 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Wish i could English better, long day ๐Ÿ˜‚

05.12.2024 21:50 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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The 1987 Danish โ€˜Ellertโ€™ ๐Ÿ˜…

05.12.2024 21:44 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

This feels is so charming and โ€˜touchableโ€™ , animations, assets, lighting and rendering all amplify each other. Excellent work.

05.12.2024 20:59 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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bring me more Cฬทฬ‹อŠฬ‹ฬ‹ฬ”ฬ‹อ…อœฬฏอ™ฬฅฬนฬžฬ—Uฬดฬ‘อƒฬฬฝฬชฬžฬขฬฒฬฎอ‡Bฬตฬ…อ•ฬ™ฬณอ™ฬกอ“อฬฃฬขฬEฬถอŒอ‚ฬฬ’ฬจฬฑฬฐฬฏฬฐอ•SฬตอŒฬ’ฬชฬนอฬฒฬœฬœฬงฬซฬฃฬน
#gameart #gamedev

12.09.2024 22:46 ๐Ÿ‘ 182 ๐Ÿ” 30 ๐Ÿ’ฌ 10 ๐Ÿ“Œ 3
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๐Ÿ“ข EEEP!!! MYTHWRECKED is OUT NOW

After *3 years* my next indie game (following Rรถki) is OUT NOW on Steam, Xbox and Nintendo Switch...

๐Ÿ๏ธ Explore a secret island
โšก๏ธ Meet the gods of legend
๐Ÿ”Ž Uncover the truth, behind the myth

05.12.2024 15:01 ๐Ÿ‘ 2826 ๐Ÿ” 766 ๐Ÿ’ฌ 215 ๐Ÿ“Œ 71
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The Graphics Programming Conference released a bunch of great talks on Youtube yesterday. Really enjoying the Tiny Glades talk! ๐Ÿคฉ

www.youtube.com/@GraphicsPro...

05.12.2024 08:26 ๐Ÿ‘ 28 ๐Ÿ” 2 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
Occupancy Explained Through the AMD RDNAโ„ข Architecture
Occupancy Explained Through the AMD RDNAโ„ข Architecture YouTube video by Graphics Programming Conference

Excellent talk by @frguthmann.bsky.social on GPU Occupancy.

youtu.be/sHFb5Xfwl9M?...

04.12.2024 13:16 ๐Ÿ‘ 29 ๐Ÿ” 6 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Assetpack WIP:

04.12.2024 15:57 ๐Ÿ‘ 50 ๐Ÿ” 5 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 2

The curvature maps are not really mathematically correct, but so much easier to tweak to what you need for aesthetic purposes than substanceโ€™s.

04.12.2024 17:17 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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What's up? Rolling ball, ThAt'S wHat'S uP!

04.12.2024 09:28 ๐Ÿ‘ 9 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Testing the new collision's features in VFX Graph, I made this cheap Katamary sample. Meshes are GPU particles, that stick and orient to the sphere. The Collider radius is driven by the sticky particle count stored in a tiny buffer. Thanks @shadi3st.bsky.social for the help on particle's orient.๐Ÿ˜

25.11.2024 17:17 ๐Ÿ‘ 21 ๐Ÿ” 6 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Sure, in 5 months. #scandinavia

03.12.2024 19:18 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0