Anthony Carmona (@SentientSoftwr) header
Anthony Carmona (@SentientSoftwr) profile picture

3D Nerd - Unreal plugins dabbler - founder of Sentient Art En/Fr

Montpellier, France
Joined February 2026
Photo by Anthony Carmona (@SentientSoftwr)Photo by Anthony Carmona (@SentientSoftwr)Photo by Anthony Carmona (@SentientSoftwr)Photo by Anthony Carmona (@SentientSoftwr)Photo by Anthony Carmona (@SentientSoftwr)Photo by Anthony Carmona (@SentientSoftwr)Photo by Anthony Carmona (@SentientSoftwr)Photo by Anthony Carmona (@SentientSoftwr)Photo by Anthony Carmona (@SentientSoftwr)Photo by Anthony Carmona (@SentientSoftwr)
Pipe It is finally out! 🎉 After 7 months of work, my Unreal Engine plugin for drawing pipes is live on Fab. Never assemble pipes by hand again! 4 full kits included - it all works at runtime too AND you can make your own kits too! 👀 Compatible from UE 5.4 - 5.8! Big thank you to @phyronnaz for the help bringing this plugin to life! @fab @UnrealEngine #gamedev #plugin #pipes #ue5 Link below 👇
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youtube.com/watch?v=I8ynLxYG… Wanted to get this done sooner but was at gamescom Asia last week. Had a blast and needed a day to recover. My Tessellation Patch tool is out!!! Free for unreal 5.6 and up. Grab it on my patreon in the first comment.
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I’ll be at @gamescomasia until the end of the week! Send me a message if you’d like to meet and chat :)
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I built a tool that converts static mesh trees into Nanite skeletal trees with Dynamic Wind, in one click, inside Unreal. Foliage Toolkit Plus is out on Fab 🌳🧵
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Repeated leaf cards are stored once as Nanite assembly parts and drawn many times. One pine on disk: 8.33 MB → 3.17 MB.
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Hardest part: reading the tree. Find the trunk and the branches among the pieces of a static mesh, then rebuild a skeleton automatically. That skeleton is what Dynamic Wind bends. Works on trees, bushes, palms, grass.
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The cut: each card is cut to the outline of its mask. The outline only grows outwards, so no opaque texel is lost. Sample palm: drawn card area 100% → 59.6%. Cards on the same atlas spot share one outline, so thousands of cards trace a handful.
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The cut: each card is cut to the outline of its mask. The outline only grows outwards, so no opaque texel is lost. Sample palm: drawn card area 100% → 59.6%. Cards on the same atlas spot share one outline, so thousands of cards trace a handful.
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Why: Procedural Vegetation Editor is great for new trees. But most projects already have a library of static mesh trees. Those use masked cards, and on Nanite the GPU shades every empty pixel of every card. That's a lot of overdraw.
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I made my own deck system in the browser and you can talk to it! As a 3D TechArt instructor and a lot of my job is to make students understand some complex concepts. Dealing with visual people, I found it is easier to do so through graphs or animations, but using the likes of powerpoint can be VERY tedious. None of the animations look nice, its slow and tired and files get heavy as soon as you start adding images/videos. So I thought why not just make a simple HTML/CSS/JS deck reader directly in my browser? Ive made Keystone, its free and Open Source and here's some of the cool things you can do with it: -You can ask Claude to write and edit your slides directly from the Keystone window -You can give feedback with your voice (using faster-whisper) and by drawing on the screen, Claude gets all the timed info so it knows when you drew and talked at the same time. -There's an easy style template system so you can match and reuse your style or your company art direction. -It comes with a Three.js viewer already built in -There's a neat button to switch language if you need to translate to multiple languages, translations are stored separately from the style, so they can be applied quickly without reloading the whole page. I'm pretty happy with the way it works now, as it sped up my work quite a bit and I can focus on showing concepts in a creative way. I'm curious what you would make with it yourselves :) Link below in the comments 👇
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Anthony Carmona retweeted
Another Anti-Tiling test. Really loving the results I'm getting! 😁 This is just one texture sample. No macro textures, noise etc. Imagine when that is added to the mix! #gamedev #techart
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My erosion tool is submitted for approval on FAB! On a Friday so wont be up until next week. I had to stop myself from tweaking too much and release it as 1.0 I'll add more features in the future, keeping it simple for now. It'll also be cheep so people don't have to break the bank getting it ♥️
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Ever wanted simple levels functionality in #UnrealEngine shaders identical to that of photoshop, substance designer ect.. ? Grab them on my Patreon for free: patreon.com/ArtOfMichaelKins…
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Anthony Carmona retweeted
PipeIt is a plug-in for Unreal Engine 5 that lets you draw pipes directly in the viewport, automatically handling the correct junctions while keeping everything fully editable. Get it here: 80.lv/articles/ue5-tool-for-…
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Anthony Carmona retweeted
FPOM 1.2 is out on @fab! So happy with the improved projection and combined normals. Flat surfaces has never looked better! 🥳 #gamedev @UnrealEngine
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Pipe It is 30% OFF on FAB until Sept. 11th! Go grab it while its cheap! I've been steadily updating the plugin so you can enjoy it to the fullest on UE5.8, with brand new features on the horizon ;) fab.com/listings/379dbd74-6b…
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More clouds. Ambience is getting there.
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Having a bit of fun with clouds~ ☁️ #ue5 #unrealengine
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Anthony Carmona retweeted
Published all of 74 tutorials on FragCoord: FragCoord.xyz/u/Xor?tab=tuto…
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