Tech Artist at Monomi Park. VFX, Shaders, Modelling, Animation and Code.

Joined June 2012
1,197 Photos and videos
Edward del Villar retweeted
😆 ✍️🏽
121
5,688
57,847
2,291,174
Edward del Villar retweeted
The next Slime Rancher 2 content update is coming April 16th! Just in time to welcome spring and some radiant friends.
118
894
9,383
302,585
Less than a day left to back a neat looking Aussie gaming magazine. Think 'A Profound Waste of Time' meets 'The New Yorker'. Art Story, all about games. Go back it! Check out CONTINUE: A Defiant, New Videogames Magazine by Jack Ryan on kickstarter.com/projects/con…
1
249
Edward del Villar retweeted
If you need to lerp scale/zoom, then you'll want to use this transform trick. In this case, transform to log space, lerp, and transform back. You can see the animation on the left seems to accelerate/decelerate more abruptly than the one on the right.
2
18
214
9,859
Edward del Villar retweeted
植木鉢要塞(昔の絵より)
8
622
7,348
112,329
Edward del Villar retweeted
Lots of mounts were planned for #Everhaven; some didn't make it into the final game, others were redesigned. Perhaps they could be revisted if the game was revived? #BringBackProjectDragon! #cancelledgames #cozygames #fantasygames 2D art by @FromHappyRock
5
115
1,090
16,020
Edward del Villar retweeted
Back from some time off programming with a Jump Flood Algorith demo to ease back in! JFA can be used to create a screen SDF from a model in real time - useful for things like silhouette outlines or any other visual effects. More effects coming up! ✨ #threejs #webgl #gamedev
7
57
614
50,570
Edward del Villar retweeted
Here's some cute bounding box functions for 2D shapes. A link to a longer list in the next post.
20
351
4,453
174,054
Edward del Villar retweeted
The incredibly talented @LightningCos has been building an IRL vac for the Slime Rancher exhibit at @gallerynucleus. Feast your eyes on the entire build process! 👀 📺 youtube.com/watch?v=MDquHKKA…
2
33
328
25,617
Edward del Villar retweeted
Mesh distance field repels Water: sampling scalar SDFs and injecting the vector gradient into sim velocity field. FluidNinja LIVE 2.0 pre-alpha, 100m area, 2K sim, 260 FPS on RTX3080 #unrealengine #UE5 #realtimevfx #fluidninja
31
158
1,532
58,598
Edward del Villar retweeted
I'm slowly porting my approximate grid SPH simulation to VRChat. It did require few improvements to be stable enough, now its a hybrid neighbor index/particle average grid. Still need to implement @d4rkpl4y3r_vr's mip counting sorting method for improved performance.
10
62
558
27,735
Edward del Villar retweeted
Inverting normals can come in handy for shaping interior spaces more intuitively. #MudBun #GameDev #MadeWithUnity #VFX
2
8
96
6,453
Edward del Villar retweeted
27 Feb 2025
i watch this when im sad
90
9,884
123,682
2,154,209
Edward del Villar retweeted
Ray-marched surface, take 2. Not sure why it's so much brighter than regular meshing. Even dual contouring can't beat this because it's the ground truth. Voxel density affects the proxy mesh complexity but doesn't change the visuals. #MudBun #MadeWithUnity #GameDev #VFX
2
2
22
2,512
Edward del Villar retweeted
商店的展开动画!
669
25,641
267,214
5,926,197
Edward del Villar retweeted
30 Dec 2024
Celeste 🍓 fan animation
967
42,030
236,703
4,476,849
Edward del Villar retweeted
a handful of hands 💁‍♀️
9
319
8,877
123,352
Edward del Villar retweeted
It's a strange job, but look at that stability!
50
79
1,792
117,334