Grigoriy Ignatyev (@grigoriyign) 's Twitter Profile
Grigoriy Ignatyev

@grigoriyign

Coding & CG. I do Blender and Unity stuff. I post gamedev, shaders, procedural art, rendering and some other experiments I play with.

ID: 4092190872

linkhttps://www.artstation.com/greg_ign calendar_today01-11-2015 15:55:04

290 Tweet

705 Followers

190 Following

Grigoriy Ignatyev (@grigoriyign) 's Twitter Profile Photo

Recreated main menu scene with Blender. Texturing and rendering is complete. Just need to do some post processing and find out a proper way to credit before posting online. "Inspired by Baldur's Gate 3 main menu scene" should be fine? #BG3fanart

Recreated main menu scene with Blender. Texturing and rendering is complete. Just need to do some post processing and find out a proper way to credit before posting online. "Inspired by Baldur's Gate 3 main menu scene" should be fine? #BG3fanart
Grigoriy Ignatyev (@grigoriyign) 's Twitter Profile Photo

Unofficial non-commercial fanart inspired by Baldur's Gate 3 main menu scene. All characters, names, and related elements are trademarks and copyrights of their respective owners. #BG3fanart #b3d artstation.com/artwork/1xvqdL

Unofficial non-commercial fanart inspired by Baldur's Gate 3 main menu scene. All characters, names, and related elements are trademarks and copyrights of their respective owners. #BG3fanart #b3d artstation.com/artwork/1xvqdL
Grigoriy Ignatyev (@grigoriyign) 's Twitter Profile Photo

Improvement over 5 years. Thanks to the Macromedia/Adobe Flash platform, I have always worked with both coding and art in the past. After some boring web development stuff, I can now work with Blender and game engines, and I really love it.

Improvement over 5 years. Thanks to the Macromedia/Adobe Flash platform, I have always worked with both coding and art in the past. After some boring web development stuff, I can now work with Blender and game engines, and I really love it.
Grigoriy Ignatyev (@grigoriyign) 's Twitter Profile Photo

Environment scene made with Blender. Rendered with Cycles. artstation.com/artwork/vDloNO The fortress and village assets were modeled by me. I also used Geoscatter, Plant Library, and Megascans for the environment. Textured in Substance Painter and Blender. #b3d #cgi

Environment scene made with Blender. Rendered with Cycles. artstation.com/artwork/vDloNO
The fortress and village assets were modeled by me.
I also used Geoscatter, Plant Library, and Megascans for the environment.
Textured in Substance Painter and Blender. #b3d #cgi
Grigoriy Ignatyev (@grigoriyign) 's Twitter Profile Photo

Sculpted and textured UI elements, implemented controls rebind with new Input System in Unity. Settings screen layout. #screenshotsaturday #madewithunity

Sculpted and textured UI elements, implemented controls rebind with new Input System in Unity. Settings screen layout. #screenshotsaturday #madewithunity
Grigoriy Ignatyev (@grigoriyign) 's Twitter Profile Photo

I implemented foliage reaction for multiple colliders in my game using a second camera. It's optional and can be disabled in settings. It outputs only one channel with smooth fade using the dot product. #madewithunity Project Discord server: discord.gg/6shrMq86YK

Grigoriy Ignatyev (@grigoriyign) 's Twitter Profile Photo

Simple state machine for characters in my game, NPC factions. States added via components allowing flexibility (modular, sortable). #screenshotsaturday #madewithunity More: discord.gg/6shrMq86YK

Grigoriy Ignatyev (@grigoriyign) 's Twitter Profile Photo

Learning Unity DOTS (ECS, Job system, Burst). Small experiment with 150K objects, star, and gravity. Performance benefits are impressive even on a 4-core CPU. #madewithunity

Grigoriy Ignatyev (@grigoriyign) 's Twitter Profile Photo

Generating vertex color data on a tree model in #Blender for a wind shader. Height position on trunk (R), ground pin shader mask (G). The same height position (R) for leaves and distance from the branch pivot using UV data (G) for high frequency wind noise. #b3d

Generating vertex color data on a tree model in #Blender for a wind shader. Height position on trunk (R), ground pin shader mask (G).
The same height position (R) for leaves and distance from the branch pivot using UV data (G) for high frequency wind noise. #b3d