Samir B Benounis (@Bryteruting) header
Samir B Benounis (@Bryteruting) profile picture

Environment Artist (3D) @CriterionGames on Battlefield. Previously on @deadislandgame and @s8box 🇩🇿 🇳🇴 Opinions are my own

Liverpool, England
Joined May 2019
Photo by Samir B Benounis (@Bryteruting)Photo by Samir B Benounis (@Bryteruting)Photo by Samir B Benounis (@Bryteruting)Photo by Samir B Benounis (@Bryteruting)Photo by Samir B Benounis (@Bryteruting)Photo by Samir B Benounis (@Bryteruting)Photo by Samir B Benounis (@Bryteruting)Photo by Samir B Benounis (@Bryteruting)Photo by Samir B Benounis (@Bryteruting)Photo by Samir B Benounis (@Bryteruting)
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.
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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
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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
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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
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Samir B Benounis retweeted
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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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
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Samir B Benounis retweeted
Replying to @13throgue
ask and ye shall receive
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Productive day, water and fog sorted, started the all buffers are in except one. Then its on to some fun effects. #unrealengine5 #gameart #techart
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Samir B Benounis retweeted
blade runner 2049 if it came out as a ps2 game
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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
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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…
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Back on interaction for some weekend fun. Water simulation stage added, reads from water objects and landscape puddles. Still tweaking and additional simulation logic to add. #UnrealEngine #Techart
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More control added to water effects, and velocity buffer added. Wanna do a local sim for interactive fog next then its on to some house cleaning in the systems. #techart #UnrealEngine5
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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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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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Samir B Benounis retweeted
Welcome to Las Vegas, where anything goes 🎰 Wide sightlines, heavy vehicle combat, and brutal close-quarters hotel fights. Double down on the chaos in Season 5 on Oct. 13.
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Before/After, Before/After: Some renders from on an in progress hex tile user setup video. And other tiling breakup effects now I have the structire sorted out.
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I Just posted a new Artstation blog post about my in progress scalable interaction system for Unreal engine 5 Check it out Here: artstation.com/blogs/michael…
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