🎮 Did you know... you can use Vertex Colors for foliage wind? Paint grass tips Red, leave roots Black. In Shader Graph, multiply a sine wave by the Red channel to drive vertex displacement. Cheap sway, zero bones! 🌿💨 #TechArt#UnityTips
Fire the engineers, the bugs go away.. I prefer to embrace the bugs, they have the best rhythm ! @vic_weller Dust-Tech is the sound of a perfect system failing beautifully. Are you listening ?? ⚡️🔊 #DustTech#TchallA#Disruption#TechArt
Finally Yvo3D next level of generation, AI topology done right for games. Watch our full workflow from a single image to an optimized, low-poly asset running live in Unreal Engine.
#GameDev#TechArt#UE5#LowPoly#Yvo3D
AI creates messy topology? Look at this UE5 wireframe.
This mecha helmet shows how Yvo3D AI builds low poly clean polygon distribution and optimized edge flow for peak performance.
Game-ready geometry from 1 image.
#GameDev#TechArt#LowPoly#Yvo3D
Quick Unreal tip: Don't tint textures with multiply nodes- try Blend_Overlay instead!
It preserves your highlights and shadows and makes textures less muddy
#EnvironmentArt#UnrealEngine#TechArt
Mixamo is a powerful online tool for quickly rigging and animating 3D characters. However, when you import a Mixamo-rigged character into Unreal Engine, its skeleton may not match Unreal’s default humanoid skeleton. Retargeting allows you to take existing animations (like those from the Unreal Mannequin) and apply them to your custom Mixamo character. In this tutorial, we’ll go step by step to import, rig, and retarget a Mixamo character in Unreal Engine 5.7.
#Mixamo#UE5#UnrealEngine#Animation#Retargeting#GameDev#Tutorial#Rigging#TechArt
Most people judge retopology by looking at the wireframe.
But a wireframe doesn’t tell you what happens after rigging and deformation.
So we compared AI, QuadRemesher, and manual retopology on the exact same character to see which result actually survives animation.
Full test 👇
youtu.be/IU7E1wIvT4k#3DAI#Retopology#TechArt#GameDev
For the dev and genart community here: have you ever chosen heavy CPU rendering over WebGL just to preserve raw mathematical control? Or am I being too much of a perfectionist? 🛠️👇
#CreativeCoding#GenerativeArt#PythonArt#TechArt#MathArt
💡 Tip of the Day: Stop using C# to scroll textures! Connect a Time node to a Tiling & Offset node in Shader Graph to animate UVs entirely on the GPU. It’s much faster and frees up CPU cycles for your gameplay! 🌊⚡ #unitytips#techart#indiedev