To The Realm of Hades

1 comment

UPDATE November 4, 2018

No Way Back Home, another shot inspired from Odysseus myth. Simulations (ocean + sky) and composition are done in #houdini. All is rendered by #redshift in one pass. I use #3dsmax for modeling, #substancepainter for texturing, #mixamofor rigging, #ae for color correction and final output. Ocean & foam aren’t perfect for sure (first try) but I like the spirit 😅

QTo The Realm of Hades

Newtonian Sandbox

1 comment

UPDATE 05-05-2014

I’m still working on gravity, adjusting some velocities, masses, distances and timescale to get realistic behaviors.

QNewtonian Sandbox

MobileKit for iOS & Android

21 comments

Taking a picture from your camera to apply on a Material or sharing your best score with a screenshot of your game are certainly common features many developers want to handle quickly and easily.

QMobileKit for iOS & Android

Fluids through Marching Cube

3 comments

Lots of metaballs can be heavy for a CPU process. I absolutely wanted to implement a compute shader approach of it … to see what are the possibilities in Unity to get a real-time fluid effect.

QFluids through Marching Cube

Wet Glass Shader

8 comments

I planned to develop this some weeks ago and after a deep learning of every aspect of Unity blend modes and multi-passes, I finally did something regarding this water effect.

QWet Glass Shader

UIToolKit Discontinued

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UIToolKit was a set of lite UI components for Unity. It helps you to design your interface directly in the editor by simply dropping components on your scene, add easy scripts to interact with them and customize them with your own styles and images.

QUIToolKit Discontinued