
Environment Artist (3D) @CriterionGames on Battlefield. Previously on @deadislandgame and @s8box 🇩🇿 🇳🇴 Opinions are my own
Liverpool, England
Joined May 2019
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Samir B Benounis retweeted
BIG SSDM progress.
Supports static meshes, skeletal meshes, ISM, Decals and deferred decals.
Spent a lot of time and effort tweaking the edge cases, performance and stability.
Now to make some cool demo content rather then just tech art blobs.
Really happy with this. All displacement you see here is screen space.
#UE5 #techart #UnrealEngine #shaders
Samir B Benounis retweeted
Got the interaction system working two way. The player and environment now interact with each other.
For the character reading I used a lattice approach inspired by @amu_mhr's post.
xitter.gq/amu_mhr/status/2114720…
The benefit of doing it this way is not having to do custom non overlapping UV's for characters, its just plug and play and you have strong control over resolution.
The biggest time sink of making systems like this is how much time I waste running around "testing". 😅
Coming up next is impacts and explosions.
Then a blood system.
#techart #ue5 #UnrealEngine
Samir B Benounis retweeted
Pixel Art Lighter is out now! ✨
I first made this tool for my game, but am releasing it free and open source for everyone.
Generate and edit normal maps and light masks, while keeping your sprites pixel perfect.
Hope it helps with your art or gamedev!
Samir B Benounis retweeted
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.
Samir B Benounis retweeted
I got a new Artstation blog post on my interaction system.
artstation.com/blogs/michael…
A lot has changed since devlog 1 and already made more progress this week.
Samir B Benounis retweeted
Needed a break from C++ and HLSL cos my brain is fried from all the interaction stuff last week.
Here's a sneak peak of my upcoming tutorial content. :)
Procedural rain effects in shader nodes.
#gameart #techart @UnrealEngine
I've made a simple tool that lets you rip textures from any angle and make them seamless!!
Here's how I use it to create entire texture packs in minutes!
#gamedev #indiedev #gamedevtools #itchio #indiegame
Samir B Benounis retweeted
Did a video about Normals, and why they are (almost) always wrong when doing displacement or POM.
Hope you guys like it.
youtu.be/FyyYLycTGyc
#gamdev #ue5 #techart
Samir B Benounis retweeted
🎨 Texturing Trim Sheets in Toolbag - Article available now!
We’ve just published a supporting article for our trim sheet texturing short, providing you with essential information on how to quickly draw trim sheets using Decal Vector layers.
Samir B Benounis retweeted
Slave Knight Gael - A fan made Cinematic in UE5
Check out the full version on Youtube -
Made without AI, with @jeanzoudi @smshepherd23 and some other great people
#DarkSouls3 #FromSoftware #UnrealEngine5 #UE5 #DarkSouls
Samir B Benounis retweeted
Packaged that local tessellation tool into a plugin called MK tessellation patch.
Just cleaning it up and building the binaries for UE5.6, 7 and 8. Think I'll give away for free on Patreon.
Here you can see me testing it on one of my other WIP plugins I've been sharing.
This is exactly why I made my intersection normals and masks in world height.
Super happy this worked.
Did some tinkering this weekend.
Remember old unreal tessellation?
Well I bought back similar functionality in the form of a patch component that moves with the player or camera.
Using RVT height and making a procedural mesh with a uniform grid of verts that get less dense towards the edges.
Its kind of like Local VHFM + cos it supports shadows. Obviously not nanite or VSM friendly.
But thats okay cos not all projects need them. :)
#gameart #techart @UnrealEngine
Samir B Benounis retweeted
Did some tinkering this weekend.
Remember old unreal tessellation?
Well I bought back similar functionality in the form of a patch component that moves with the player or camera.
Using RVT height and making a procedural mesh with a uniform grid of verts that get less dense towards the edges.
Its kind of like Local VHFM + cos it supports shadows. Obviously not nanite or VSM friendly.
But thats okay cos not all projects need them. :)
#gameart #techart @UnrealEngine
Samir B Benounis retweeted
The hardest part of systems like this is the global things like wind. Making sure they remain stable through all the systems that they drive.
#unrealengine5 #gameart #Techart
Samir B Benounis retweeted
Productive day, water and fog sorted, started the all buffers are in except one. Then its on to some fun effects.
#unrealengine5 #gameart #techart
Samir B Benounis retweeted
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
Samir B Benounis retweeted
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…

















