Thiago
thiagodaraujos.bsky.social
Thiago
@thiagodaraujos.bsky.social
I am a Technical Artist focused on artistic pipelines and custom tools, I often post stuff about my personal projects :)

I have a portfolio here
https://www.thiagodasilvatechart.com/
whaa? xD
I think I understand :P
All in all its an game of sorts, at the end you need to export something you can use in your engine from your art softwre. animation files, dta encoded in cryptic txtures... There'snt really a recipe u'jst gotta be creative.
September 4, 2025 at 10:18 AM
In my case is a bit tricky, I'm procedurally animating the roll using a mesh modifier, and the game engine doesnt have that feature. So I am baking the generated animation into a set of bones so i can get to export those small files. Instead of exporting an animation file that records each vertex.
September 4, 2025 at 10:09 AM
Almost anything.
Bones, serve as a shortcut for a collection of vertexes, so instead of having an animation file that has data over how each single vertex move, I have a small animation file that describe the animation of those bones, that echo their movement to vertexes.
September 4, 2025 at 10:07 AM
July 14, 2025 at 9:24 AM
As you design your game, think the code in the terms of reusable components. For example, a simple Life component that has a int hp variable and events that trigger as this goes up, down, reaches 0 and reaches max, can be used for enemies, destructible environments, bosses and the main character.
July 13, 2025 at 5:58 PM
This is really cool
July 10, 2025 at 12:25 AM
Ah thanks dude means a lot to me. ^^
I was afraid of people not finding these gadgets interesting, they are way hard to show off than an art assets. But honestly I could go on about them all day long, they're so fun :)
July 6, 2025 at 11:23 AM
As I make files I for an asset, they are named and cast into their canonic spaces in the project, and all I need to keep working on a asset is always liked into its mirror workspace, including links to shared assets. As the project grows I wont need to worry about how assets relate to each other.
July 6, 2025 at 10:48 AM
For each asset the tool moves its source files into a source folder outside the game project (blend files) and game-ready files into the project's folder (fbx files), then it creates a new folder named after the asset containing mirrors to all those files.
July 6, 2025 at 10:42 AM
The post process shader, its a regular LUT shader, it uses the current pixel's color as a coordinate into the LUT file and return the color in the lookup table.
July 6, 2025 at 12:31 AM
You feed it a PAL file, then, it splits the colorspace into chunks and spawn copies of the process for each. The compilation, moves through the color space verifying what color in the pallet is the closest. once all done, the tool rebinds the chunks and prints it into a flipbook texture.
July 6, 2025 at 12:29 AM
Oh yeah I use textures.com for everything haha, good work with your assets, they're awesome ^^
July 5, 2025 at 11:33 PM
Oh I meant for texturing, cuz your textures are awesome, I thought you had used a high poly (cloth sim) to low poly bake to get the textures to look this awesome :)
July 5, 2025 at 9:01 PM
❤️ Thanks man, I saw you have a bunch of really cool props too ^^. I have never spent time bulk modeling assets before, im finding its a nice exercise to desensitize one about UV unwrapping haha
How did you build your tents, they look awesome? I assume cloth sim baked into low poly?
July 5, 2025 at 8:24 PM
Thanks dude :), but. I'm not really that quality-obsessed. For me its all about speed, I'm tuning now so I can learn how avoid having to tune later. Honestly its quite similar to how I work as an engineer/TA, I keep trying to whiff problems in the air and solve them before they become anything major
July 5, 2025 at 8:22 PM
The biggest offenders where my first 3 models, the door was way too tall, and both the power cabinet and those lockers are still quite off with their color schemes, but right now i have so many files around i really think i need to step down and organize my stuff before I move forward
July 5, 2025 at 1:26 PM
In case you're curious about how to setup a model like this.
First you need to build the leafy branch. Then render depth, ao, color, alpha... layers out in a flat background.
Then you use this leafy branch as the "leaf" for a tree simulation. Its quite trivial to put together and looks really cool
July 4, 2025 at 12:31 AM