Unreal enthusiast Creator of MeshBlend & MeshPack https://xitter.cf/t.co/A0D4UalCZe bluesky: https://xitter.cf/t.co/rxDU6LNDG8

Oslo, Norway
Joined September 2010
MeshBlend is finally here! 🥳 So proud to finally release what I've been working on for 16 months! MeshBlend brings next generation blending to Unreal. Easy to use, fast and great quality! Available on @fab for @UnrealEngine now! #gamedev #unrealengine #ue5
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UE5でマウスカーソルに近寄ってくるミミズの大群みたいな化け物を作ってる
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Finally published TileShuffle on @fab! 🥳 Been sick for two weeks which was a bummer. So happy to finally show off this anti-tiling material function that I've been using in all my scenes lately! It provides very good variation even when only using offsets. Can even use it on brick textures by applying a stepping to the offset, ensuring all seams still land at the correct spot! And of course it works with FPOM, supports proper UV DDX/DDY chaining and is generally fast and easy to use! 🤩 fab.com/listings/c69fe415-50… #gamedev @UnrealEngine
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For textures that can be rotated the result is usually prefect. The second texture here has a wave pattern to it, making it unsuitable for random rotation. But offset and flipping alone still works great!
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Replying to @toreler @fab
Many textures has direction or patterns that can be hard to break up. By applying a step to the offset we can still get some variation out of things like brick textures. Here is a hard example where the offset is stepped in Y direction and with a random horizontal flip. Keeping the horizontal waves flush between cells.
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Some cold level art ❄️
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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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Huge update! 🥳
Ok. I’m so excited to announce a bunch of new things that I don’t even know where to start. Finally wrapped up a MAJOR update for EasyWaterscape! My biggest one ever, and the fruits of nearly 2 months of work so far. 1. HUGE performance gains. The per-frame cost is cut by about 67%, making EWS nearly 3x faster than before. 2. A revamped water mesh that runs better AND looks better. It’s optimized for TSR (far less ghosting/smearing), and gives you fine, granular control over the exact triangle density you need (or can afford) for your project. This makes EWS far more suitable for games than it was. 3. A brand new documentation site with info on all the new features, the changelog, the new benchmark results and more: easywaterscape.williamfauche… 4. Improvements to Underwater (BETA), including water surface meniscus. I can't wait to spend more time on the underwater side, it's going to look fantastic when I'm done with it. (Edge blur & distortion aren't in yet, but they're coming.) Man. This has been so satisfying and a ton of fun. #DellTech #NVIDIA #DellProPrecision #unrealengine #gamedev
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Here @INDUSTRIA_game is doing something cool with their environment art. They are using MeshBlend with a small blend size on the concrete, removing that fake hard seam you usually see between the flat planes. The top concrete overhang feels like part of the rest, and not a separate mesh. And the loose bricks to the left feels like their part of the wall. #gamedev #ue5
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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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Even when there are monsters nearby, I always end up looking at the environment. 😅 Here are two screenshots I took while running around in @beautifullight inspecting the blending. Game looks amazing!! 🤩 PS: MeshBlend is 30% off on Fab until Saturday if you want to try it in your own project. #ue5 #gamedev
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Anti-tiling test. Spotting the repetition? 👀 One texture sample and 0.03 ms overhead over normal tiling texture at 1440p with my 4090. #gamedev @UnrealEngine
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Here are some before/after comparisons: - imgsli.com/NDU0OTQz - imgsli.com/NDU0OTQ0
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Back on my #unrealengine Landsmass erosion tool from a while ago. Cleaning it up, added splat map support, layering, presets and more. Hope to submit it to FAB on Monday 🤞
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youtu.be/Kqpq6asN2xo?si=x3DE… I finally finished my Hex Tile breakdown and have released the files on Patreon for tier two members. As well as 6 free functions shown in the breakdown video. I had fun making this effect so hope you can get something useful from it.
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WE ARE DISPLEASED/BORED BY YOUR TIME MANAGEMENT FAILURES. Switching between Unreal and Control Resonant this weekend. Don't know if you can tell. #techart #control @UnrealEngine
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Flat planes. Would you have noticed?
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Short video of it. Added a decal that also uses FPOM.
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Testing different materials with FPOM today. Hard to pick a favorite! #ScreenshotSaturday #gamedev @UnrealEngine
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