Nathaniel Winckler

@natewinck

Animator . 3D Animator. VR Developer. Going crazy.

Vrijeme pridruživanja: listopad 2012.

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  1. Prikvačeni tweet
    18. tra 2018.

    I updated my demo reel a bit more! Take a look, and if you like what you see, please RT :)

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  2. proslijedio/la je Tweet
    12. svi 2018.

    I need to get something off my chest. If you are in software, or for that matter engineering of any sort, this is something you need to pay attention to. Maintenance. 1/n

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  3. proslijedio/la je Tweet
    21. sij

    This is a seagull I made for The Pathless. I made it without using skeletal meshes or even blendshapes, to keep it cheap. I used a couple tricks to get nice animation regardless! Tech-art break down in thread:

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  4. proslijedio/la je Tweet
    5. velj

    We're looking for a Technical Sound Designer at Insomniac. If you're interested DM me🙂

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  5. proslijedio/la je Tweet
    2. velj

    Corrective Joint Based Rigs A collection of setups I've been working on to allow animators to refine poses/silhouettes of characters. While removing major intersections during bends and extremes Setup breakdown/high res:      Questions? by all means ask!

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  6. proslijedio/la je Tweet
    2. velj

    This is the best thing you'll see today 😍

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  7. 1. velj

    And this makes me all the more excited to dive into the nitty gritty details of Unity again. I’m excited to explore DOTS and expand my knowledge of good software design by using Unity.

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  8. 1. velj

    This is also stemming from software design that I’ve been reading about. Unity’s Entity/Component system really shows how forward thinking their engine can be when used properly.

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  9. 1. velj

    At least at a surface level, Unity seems to have a plan. Every feature must complement everything else in the engine. Unity’s modular Packages are a great example of the excellent software design they’re executing behind the scenes.

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  10. 1. velj

    But the fact that many times I *have* to go into code to figure out what something does in Unreal is a little ridiculous. Every single feature and function in Unity is documented. Unreal, much of the API isn’t documented beyond telling me what the parameters of the function are.

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  11. 1. velj

    And of course, this is a very high level view. Digging into each engine, you’ll find quirks in each (and the main benefit of Unreal is that you have the source code to view/edit).

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  12. 1. velj

    And don’t get me wrong. The super cool features in Unreal are incredibly cool. But they lack any focus and the release notes have a difficult time connecting the new feature with other existing workflows within the engine.

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  13. 1. velj

    I think I finally figured out why, in concept, I like Unity more than Unreal (other than C# vs C++). Looking at release notes and documentation, Unity appears far more organized and focused, laying out future plans and the steps to get there. Most of Unreal isn’t even documented.

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  14. 1. velj
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  15. proslijedio/la je Tweet
    29. sij

    Bob Rossing a fucktup Apple

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  16. proslijedio/la je Tweet
    29. sij

    The Walking Dead: Saints & Sinners is a noteworthy step forward for VR gaming, proving that a Deus Ex-like action-RPG can feel right at home in a headset. Our review:

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  17. 29. sij
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  18. proslijedio/la je Tweet
    28. sij

    +, Σ, and ∫ are just different evolutions of the same Pokémon

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  19. proslijedio/la je Tweet
    28. sij

    Everyone should aim to be as humble as Brad Pitt wearing a name tag to an Academy event.

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  20. proslijedio/la je Tweet
    28. sij

    Over a million particles running real-time on the gpu. They’re attracted to each other while having a weaker desire to reassemble the image.

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  21. proslijedio/la je Tweet
    28. sij

    wow valve, really tone deaf with this one.

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