Matt Workman (@cinedatabase) 's Twitter Profile
Matt Workman

@cinedatabase

MOCAP | Cinematics | Unreal Engine

ID: 2538267829

calendar_today31-05-2014 21:33:54

19,19K Tweet

22,22K Followers

175 Following

Matt Workman (@cinedatabase) 's Twitter Profile Photo

Satisfactory launched (on EGS much drama) when I was releasing Cine Tracer (my first game) so it always reminds of that time. Great to see them hitting 1.0, I randomly started playing again this week, time to start a new world

Satisfactory launched (on EGS much drama) when I was releasing Cine Tracer (my first game) so it always reminds of that time.  Great to see them hitting 1.0, I randomly started playing again this week, time to start a new world
Matt Workman (@cinedatabase) 's Twitter Profile Photo

If I can Google Drive my FBX base meshes to this I’m sold. I wonder how many verts it can handle and how slow decimating is. Also Zbrush files get to like 10GB instantly. How does this work? lol

Matt Workman (@cinedatabase) 's Twitter Profile Photo

WIP Porsche Cayenne. Realized that I have to do an extra loop for the doors to be able to open. this is enough to at least make a UE5 wheels vehicle with to test and slowly finish the model an the interior

WIP Porsche Cayenne.  Realized that I have to do an extra loop for the doors to be able to open.

this is enough to at least make a UE5 wheels vehicle with to test and slowly finish the model an the interior
Ghislain Girardot (@ghislaingir) 's Twitter Profile Photo

#UE5 #gamedev 🥳New video is out on my YT! Spawning projectiles! I mention object pooling, data-oriented design, using Niagara to batch-draw projectiles & timestepping/interpolation & using a Niagara data channel to spawn hits. I tried to keep it somewhat short & simple :)

Matt Workman (@cinedatabase) 's Twitter Profile Photo

I made the Arm and Gimbal have physics that collide with the environment. The "dampeners" also now react to the vehicles movement more accurately. Took me a while to tune the UE5 WheeledVehicleComponent so it could maneuver like this without flipping over and drifting around

SA @ TA向けまとめサイト作りました。 (@techartonline) 's Twitter Profile Photo

Post Process Anim Blueprintを使うと補助骨チェックがエディター上で確認できるのが便利。Control Rigと組み合わせれば洋服だけには曲げ成分のみ適用といったこともやりやすい🥳 #UE5 #UE5Study

Marmoset (@marmosetco) 's Twitter Profile Photo

🚀 Toolbag 5 beta debuts Vector Layers! Vector Layers are a non-destructive way to add details in the texturing phase, where experimenting & making changes is easy. With procedural curves or splines, you can draw & edit vector shapes that seamlessly wrap around your 3D mesh.

Matt Workman (@cinedatabase) 's Twitter Profile Photo

I remember paying for Megascans back in the day and when Epic made them free they refunded a lot of what I had paid retroactively. I could live/develop easily at this point without them. The question is MetaHumans and when/what the fee will be to keep using them.

Adobe Substance 3D (@substance3d) 's Twitter Profile Photo

New in #Substance3DPainter: Create stunning embroidery patches directly from your images. No extra steps needed—just apply the filter and fine-tune the results. Update your app to stitch your ideas into reality.