Natanel Apfel

@natapfel.bsky.social

Principal Technical Artist @ Riot Games. Prev Rocksteady & Path of Exile. He/they 🌈⭐

Zelda: Ocarina of Time (Nintendo 64) comparisons between texture and vertex colors only across various different scenes. Heavy outdoor vertex color usage, while very conservative indoors (as opposed to Banjo-Kazooie). #N64

Figured out a fun way to paint stylized wood grain textures using Gradient Maps (it's in Gimp as well as Photoshop, afaik). Just use a big soft brush and paint! You can also use blur, smudge, and gradients. It's like painting the history of a tree! 🌳😌🕊️ #gamedev #indiedev

Nanite Programmable Path seems too costly to consider WPO for the most basic things... Uh, I don't like it. Feels like everything I'm tempted to do as a tech artist is no longer an option. Moving vertices used to be cheap :( So here's a hacky NO-WPO prototype 🧵

I've been working on a tool for my godot game to create waterfalls based on the collision of the terrain, still have a lot of refinement to do, + tuning features and additional effects (like base splashes) I'm planning to add to the tool, but I'm already pretty happy with the results its producing!

Lenticular lens shader Lenses are raymarched right now, but I'll try analytical ray intersections later. After getting the refracted direction, I do a ray plane intersection. Calculate the expected ray direction for a given position on the plane under each lens, then raymarch a 3D scene.

Starting to have a nice little tool here 🚀! It now supports inverting what's inside/outside (see end of the video) to make plateaux or canyons. And also changing the height and the side wall shape and depth! #GodotEngine