Posts Tagged: technicalArt

Tech Art Tips & Tricks: All About Displacement, Height, Normal & Bump Maps

What are the differences between bump maps, displacement maps, height maps and normal maps and when to use them? They are different ways used to add detail to a model. It is important to understand their strengths and weaknesses, in

Tech Art Tips & Tricks: All About Displacement, Height, Normal & Bump Maps

What are the differences between bump maps, displacement maps, height maps and normal maps and when to use them? They are different ways used to add detail to a model. It is important to understand their strengths and weaknesses, in

Shaders Challenge: Teleport Hologram (Gantz O + Cortana Style)

Tool used: Unity (Shadergraph + LWRP) Inspiration: The resurrection teleport scene effect in Gantz: O, Cortana from the Halo game series Visual reference moodboard: https://www.pinterest.co.uk/spiderlili/sci-fi-holograms/ Techniques used: Rim effect, animated scanlines, vertical swipe with alpha clip threshold. Notes: Turn ZWrite

Shaders Challenge: Teleport Hologram (Gantz O + Cortana Style)

Tool used: Unity (Shadergraph + LWRP) Inspiration: The resurrection teleport scene effect in Gantz: O, Cortana from the Halo game series Visual reference moodboard: https://www.pinterest.co.uk/spiderlili/sci-fi-holograms/ Techniques used: Rim effect, animated scanlines, vertical swipe with alpha clip threshold. Notes: Turn ZWrite

Technical Art Skills Development & Reading List

UI Dynamic UI Responsive design & implementation Screen & World Space UI Optimisation & Best Practice Asset bench-marking Profiling tests LODs Evaluate and optimise compound and Mesh Colliders Rigging, Animation & Simulation State machines Soft body physics Rigid body physics

Technical Art Skills Development & Reading List

UI Dynamic UI Responsive design & implementation Screen & World Space UI Optimisation & Best Practice Asset bench-marking Profiling tests LODs Evaluate and optimise compound and Mesh Colliders Rigging, Animation & Simulation State machines Soft body physics Rigid body physics

Tech Art Notes: HDRP in Unity

HDRP Overview A huge upgrade to graphics – new way of rendering for achieving high fidelity visuals and realistic looking graphics features(Recommended for PC and console platforms). new physically-based material properties such as additional coat layer and iridescence makes it

Featured

Tech Art Notes: HDRP in Unity

HDRP Overview A huge upgrade to graphics – new way of rendering for achieving high fidelity visuals and realistic looking graphics features(Recommended for PC and console platforms). new physically-based material properties such as additional coat layer and iridescence makes it

Featured

A guide to different noises for generating textures and landscapes

The noise can be modified for different uses simply by calculating the absolute value or the sine of the noise.   Different types of noise Value Noise The simplest noise comes from pseudo random generators – this gives incoherent white

A guide to different noises for generating textures and landscapes

The noise can be modified for different uses simply by calculating the absolute value or the sine of the noise.   Different types of noise Value Noise The simplest noise comes from pseudo random generators – this gives incoherent white