Last day of the sale! Go grab HAZE at 50% off while you still can!!! ππππ
@halisavakis.com
He/Him - Tech Artist @Okomotive (my posts are mine tho) Prev. Tech art @ Jumpship π« Anti-AI/NFT π« Gamedev, Shader and VFX Journeyman; making things pretty with code β¨ π¨: cara.app/harryalisavakis π: halisavakis.carrd.co π : halisavakis.com
Last day of the sale! Go grab HAZE at 50% off while you still can!!! ππππ
I recently had my asset's description translated to Chinese by this wonderful company: usspeaking.com
Even for such a small task, they were really helpful and responsive, and I was really impressed by how they handled the technical nuances of the text
Thanks Liz! Tried really hard to make it a cozy and inspiring little corner β¨
This is where I indie dev (and mainly help others indie dev π )
Not as far as I've seen, though tbh you got to get real close to see the end caps either way, I just couldn't live with myself if i just left the branches without caps π
1.1.9. is live already! Go grab HAZE while it's still 50% off!
Screenshot of a 3D tree, showing an end cap with concentric rings that resemble tree growth rings.
Wanted to add end caps to my procedural branches and I, very placeholderily, set the UV coords of the middle vertex to be (0,0)
And magically it worked out better than if I actually thought what that coordinate should be as it gave me automatic growth rings
Love when these little accidents happen β¨
Sure thing! Let me know how it goes so I have more testimonies from VR devs π
If you're talking about the gradient itself, I can't really remember if it's the default blending or the perceptual π other than that, color space is linear
Yeah, that was actually the exact inspiration (as a user requested on Discord) and since Andrea worked on Valheim, her insights were extremely useful β¨
A couple of kind VR devs tried it out and confirmed it does work in VR; however, since I don't have access to a VR device, I can't in good conscience claim that it works flawlessly in VR
I'd say that you can try it out and, if it doesn't work out, I'd be more than happy to provide a refund β¨
There are other options too, like using other local axes and screen-space mapping on the X or Y!
1.1.9 is currently pending approval, so by the time you get to fiddle with HAZE it should be live!
Also big thanks to @andrea.dahnberg.se for the idea on the light direction-based gradient mapping β¨
HAZE is still 50% for just a couple more days, so this is your last chance to grab it at a hefty discount β¨
To get you more excited for what's to come, next version (1.1.9) will include different gradient sampling options for local volumes, like mapping based on the sun direction π
On that note, a smoll update is now live (version 1.1.8) that makes transparent objects blend a bit more consistently with the fog and exposes a bias control for the main light shadows that could potentially help with fog leaking through thin walls β¨
Such a lovely review of Herdling β¨
It's also 30% off on Steam rn, so you should definitely check it out if you're a fan of more cozy games!
Ah I see, thanks!
Love all the vids you're posting btw, can't wait to see more β¨
Far beyond the point that this looks amazing, I always wanted to ask and forgot; how is the liquid tech handled? ._. is it all raymarched, marching cubes or something else I'm missing?
Harry Alisavakis- Technical Artist. Charla "The vast and the furrious: The technical art of Herdling"
πHarry Alisavakisπ
@halisavakis.com Γ© artista tΓ©cnico e de VFX, constantemente aprendendo, creando, compartindo e creando comunidade arredor dos shaders, VFX e arte tΓ©cnico. Leva na industria dende 2020, participando en xogos como Somerville e Herdling. Dende 2022 Γ© parte do estudio suizo Okomotive.
π«οΈHAZEπ«οΈ is, once again, 50% off at the Asset Store! π
If you haven't had the chance to check it out, now is the time to do it! β¨β¨β¨
No it won't, and neither it should
Reviews for HAZE on the asset store: Amazing volumetric fog: I got great quality fog now for my game that is very relying on atmosphere. My favorite part is how the fog reacts to the light sources. I assumed volumetric fog has to be approximated/blurred to make it run smoothly in realtime, but with this asset I can get fine details in the fog, even at lower quality settings. For example a lamp shining through a grid of thin metal bars throws shadows on fog where the bars are blocking the light. Also it's well optimized and has lots of options for controllability, great work overall! best at the moment I'm switching to it from buto, so far I'm happy. But unfortunately the transparent shader doesn't work in my case (even the one included as a demo). I have to render the fog without checkbox Render Before Transparents Rich and gorgeous fog This asset is exactly why I love realtime rendering. There is a technical mystique to it. It feels powered by clean code. Like the days when optimization was a noble quest. The result are incredibly atmospheric. I would never be able to achieve a fog this smooth and performant on my own. It lifts the visual quality a notch, giving the game a granular richness that feels expensive, like capturing photons on film. 1 of 1 user found this review helpful Absolutely Outstanding Asset! This is, without a doubt, the best volumetric fog and lighting solution Iβve worked with for URP! The quality is simply phenomenal visually stunning and incredibly efficient, even in demanding scenes. Performance hit is almost non-existent, which is impressive for such a high-quality effect. What truly sets this asset apart is the amazing support from the creator. Whenever I had an issue or a question, his response was fast, friendly, and super helpful. He went above and beyond to make sure everything worked perfectly in my project. Extremely Professional and High Quality A lot of effort went into quality and optimization. Really professional work.
I've been getting some more great reviews of HAZE on the asset store and I'm really glad people seem to enjoy using it! :D
Here's another link to the asset for you to check it out β¨
assetstore.unity.com/packages/vfx...
It's finished β¨
While playing Octopath Traveler 2 I fell in love with the HD2D art style and wanted to recreate it in Unity. I then decided to try and make a small piece of Fanart for Frieren while I'm at it π This is the result. #Frieren #Unity3D #HD2D
The PinKeep Demo has just received another patch with some fixes and improvements, thank you all for your feedback!!
Details here: store.steampowered.com/news/app/414...
I would basically love to have a suite to make all sorts of foliage inside Unity: trees, bushes, flowers, grass cards, branch textures, ivy, wind etc
but first I need to get that vertex count under control, cause *damn*
Haven't given up on that ivy stuff yet; but I did get inspired to try my hand at a generalized procedural system for foliage, cause that's something I'd use the hell out of
ngl though, it's.. pretty frustrating so far and I haven't even gotten to the annoying part (editor scripting π)
Damn that looks awesome
Bel's Fanfare Kickstarter is OUT NOW
Support this whimsical RPG inspired by Zelda classics, Undertale and Spirited Away.
We reached the goal in just 1 hour but let's see how far we can make it π₯ www.kickstarter.com/projects/chi...
Yeah, I've noticed that! I think I saw that in "The Pathless" they also do rain splashes like that, such a neat little trick
Honestly I'm not big on monster-hunter-coop games nor am I a big fan of the Horizon franchise, but the art direction here straight up slaps, from the stylization to the hand-drawn VFX
It's nice seeing AAA studios going for something bolder β¨
I'm so here for this wave of depth-offset rims on everything, this looks absolutely beautiful β¨
If you're interested in recreating this effect, I shared a small thread a while back:
bsky.app/profile/hali...