Samir B Benounis (@Bryteruting) header
Samir B Benounis (@Bryteruting) profile picture

Environment Artist (3D) @CriterionGames on Battlefield. Previously on @deadislandgame and @s8box 🇩🇿 🇳🇴 Opinions are my own

Liverpool, England
Joined May 2019
Photo by Samir B Benounis (@Bryteruting)Photo by Samir B Benounis (@Bryteruting)Photo by Samir B Benounis (@Bryteruting)Photo by Samir B Benounis (@Bryteruting)Photo by Samir B Benounis (@Bryteruting)Photo by Samir B Benounis (@Bryteruting)Photo by Samir B Benounis (@Bryteruting)Photo by Samir B Benounis (@Bryteruting)Photo by Samir B Benounis (@Bryteruting)Photo by Samir B Benounis (@Bryteruting)
Getting so close to final on my SSDM project. The demo level is built. I also put in time to make sure I support masked materials, crack free displacement from UV seams and Tri-planar. Now its cleanup and final optimization. Then marketing and submission. #techart #UnrealEngine #shaders #gamedev
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Samir B Benounis retweeted
Meet your HLTV Hall of Fame Class of 2026 Nominee: 🇳🇴 XeqtR XeqtR was one of the greatest in-game leaders and LAN performers of early Counter-Strike. His greatest contribution was helping establish the blueprint for the cerebral, tactical approach that underpins modern CS.
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Samir B Benounis retweeted
全力しわのばしゲーム「アイロンマン」を公開しました #gamedev
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Better material showcasing preparing for the release. Simple low poly meshes with simple materials. All displacement screen space trying to get all parts of this below 1ms. Decals and mesh decals can write their displacement to the effect and add or subtract to the effect. #UnrealEngine #UE5 #techart #SSDM
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Samir B Benounis retweeted
There was no event. There was no Marker 👁️
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BIG SSDM progress. Supports static meshes, skeletal meshes, ISM, Decals and deferred decals. Spent a lot of time and effort tweaking the edge cases, performance and stability. Now to make some cool demo content rather then just tech art blobs. Really happy with this. All displacement you see here is screen space. #UE5 #techart #UnrealEngine #shaders
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Got the interaction system working two way. The player and environment now interact with each other. For the character reading I used a lattice approach inspired by @amu_mhr's post. teapaw.org/amu_mhr/status/2114720… The benefit of doing it this way is not having to do custom non overlapping UV's for characters, its just plug and play and you have strong control over resolution. The biggest time sink of making systems like this is how much time I waste running around "testing". 😅 Coming up next is impacts and explosions. Then a blood system. #techart #ue5 #UnrealEngine
A lot of games have started using volume texture for applying environment/weather effects on character. Tried a lattice setup using Niagara. * Skinning lattice particles to mesh. * Particles sample env to store data in volume RT. * Material reads the RT to apply the effect.
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Samir B Benounis retweeted
Pixel Art Lighter is out now! ✨ I first made this tool for my game, but am releasing it free and open source for everyone. Generate and edit normal maps and light masks, while keeping your sprites pixel perfect. Hope it helps with your art or gamedev!
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youtube.com/watch?v=I8ynLxYG… Wanted to get this done sooner but was at gamescom Asia last week. Had a blast and needed a day to recover. My Tessellation Patch tool is out!!! Free for unreal 5.6 and up. Grab it on my patreon in the first comment.
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I got a new Artstation blog post on my interaction system. artstation.com/blogs/michael… A lot has changed since devlog 1 and already made more progress this week.
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Needed a break from C++ and HLSL cos my brain is fried from all the interaction stuff last week. Here's a sneak peak of my upcoming tutorial content. :) Procedural rain effects in shader nodes. #gameart #techart @UnrealEngine
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Samir B Benounis retweeted
I've made a simple tool that lets you rip textures from any angle and make them seamless!! Here's how I use it to create entire texture packs in minutes! #gamedev #indiedev #gamedevtools #itchio #indiegame
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Samir B Benounis retweeted
Free brushes In bio.
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Did a video about Normals, and why they are (almost) always wrong when doing displacement or POM. Hope you guys like it. youtu.be/FyyYLycTGyc #gamdev #ue5 #techart
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Samir B Benounis retweeted
🎨 Texturing Trim Sheets in Toolbag - Article available now! We’ve just published a supporting article for our trim sheet texturing short, providing you with essential information on how to quickly draw trim sheets using Decal Vector layers.
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Samir B Benounis retweeted
Slave Knight Gael - A fan made Cinematic in UE5 Check out the full version on Youtube - Made without AI, with @jeanzoudi @smshepherd23 and some other great people #DarkSouls3 #FromSoftware #UnrealEngine5 #UE5 #DarkSouls
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Packaged that local tessellation tool into a plugin called MK tessellation patch. Just cleaning it up and building the binaries for UE5.6, 7 and 8. Think I'll give away for free on Patreon. Here you can see me testing it on one of my other WIP plugins I've been sharing. This is exactly why I made my intersection normals and masks in world height. Super happy this worked.
Did some tinkering this weekend. Remember old unreal tessellation? Well I bought back similar functionality in the form of a patch component that moves with the player or camera. Using RVT height and making a procedural mesh with a uniform grid of verts that get less dense towards the edges. Its kind of like Local VHFM + cos it supports shadows. Obviously not nanite or VSM friendly. But thats okay cos not all projects need them. :) #gameart #techart @UnrealEngine
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Did some tinkering this weekend. Remember old unreal tessellation? Well I bought back similar functionality in the form of a patch component that moves with the player or camera. Using RVT height and making a procedural mesh with a uniform grid of verts that get less dense towards the edges. Its kind of like Local VHFM + cos it supports shadows. Obviously not nanite or VSM friendly. But thats okay cos not all projects need them. :) #gameart #techart @UnrealEngine
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Samir B Benounis retweeted
UE5でマウスカーソルに近寄ってくるミミズの大群みたいな化け物を作ってる
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The hardest part of systems like this is the global things like wind. Making sure they remain stable through all the systems that they drive. #unrealengine5 #gameart #Techart
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