Blake Withers πŸ’›πŸ’™ (@bwithers) header
Blake Withers πŸ’›πŸ’™ (@bwithers) profile picture

Associate Technical Art Director || Character Artist || Senior Tech Artist

Toronto
Joined March 2009
Photo by Blake Withers πŸ’›πŸ’™ (@bwithers)Photo by Blake Withers πŸ’›πŸ’™ (@bwithers)Photo by Blake Withers πŸ’›πŸ’™ (@bwithers)Photo by Blake Withers πŸ’›πŸ’™ (@bwithers)Photo by Blake Withers πŸ’›πŸ’™ (@bwithers)Photo by Blake Withers πŸ’›πŸ’™ (@bwithers)Photo by Blake Withers πŸ’›πŸ’™ (@bwithers)Photo by Blake Withers πŸ’›πŸ’™ (@bwithers)Photo by Blake Withers πŸ’›πŸ’™ (@bwithers)Photo by Blake Withers πŸ’›πŸ’™ (@bwithers)
Pretty satisfied with my single bone Eye Deformation via @artstationhq who needs bones when you got some sweet sweet shader tech. See the math with silly drawings over here artstation.com/artwork/4XLJ5… #characterart #techarttips #UnrealEngine #3dart
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It's pretty funny that epic has been so AI this AI that metaverse BS and we get this. Fortnight shaderams vs endfield shaders, different rigs... Games will never be able to transfer assets 1 to 1 it's just not possible. Every game makes its own choices on rigs, shdr shortcuts...
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So stupid! Cause the primary coordinate plane in a 3d game is left-up?! Ughhhhh unreal was so nice before.
Indeed Unreal Engine is moving to Left-Up-Forward coordinates everywhere, starting with UEFN, and coming to UE5-6 in an incrementally-adoptable way through UI settings and C++ helper functions/macros to ease the transition. This will align Unreal with Y-Up, right handed standards of USD and glTF. Why? Because future 3d tools and ecosystems will be increasingly interoperable and standards-based. There are a lot of missing standards we’ll need to propose, and Team Unreal will be far more successful proposing new things if we adopt and add to existing standards and conventions. The USD-glTF-Maya-Houdini quadrant is the center of mass for complex code-art-pipeline tooling that is highly sensitive to coordinates. (Flipping coordinates when exporting from AutoCAD or Blender is easy enough; changing a movie vfx pipeline is not). Coordinates based on project settings sound like a have-it-your-way compromise but are a combinatorial mess when projects are a mix of code modules and content packages from many independent authors. The best time to make this change would have been 1995, but I believe the second best time is now with the launch of Scene Graph in UEFN.
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Hmmm, wasn't there a giant class action lawsuit a few years back over a game and it's trailer... Aliens... Aliens... Aliens colonial marines... Settled for 1.2million...
ARK: Survival Evolved's new DLC, ARK: Aquatica, gets ripped to shreds by the gaming community for its AI-generated trailer. Somehow, it's even worse than Catly: 80.lv/articles/ark-survival-…
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Blake Withers πŸ’›πŸ’™ retweeted
🎊#amicoX_35K Campaign🎊 1 lucky winner will win 35K AmiAmi PointsπŸ‘‘ 🧑How to Enter🧑 βœ… Follow @AmiAmi_Report βœ… Repost this post πŸ“’Enter by Mar. 16 at 11:59PM (JST) Amico's X is almost at 35K followers✨️ Join us to celebrate her activities on @amicoamiami (*Acc in Japanese)
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To save time: set the material to cast shadows as masked. Then add a shadow pass switch node. Into the pin labeled default plug you regular opacity. Plug your opacity in to a dither temporal AA and plug that into the shadow pass plug.
Learn how to achieve realistic translucent shadows in Unreal Engine 5 with a trick from @PolySphere3D's new video, allowing you to control the shadow's intensity while adapting to dynamic lighting scenarios. Watch here: 80.lv/articles/tutorial-real…
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So happy to see someone use my wpo eye deform.
Replying to @AaronC3D
WPO eye deform, based on @bwithers implementation
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