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Kommander Karl

@kommanderkarl181,148 subscribers

Real life NPC. The “reload guy”. 3D & Technical Artist. Award winning photographer, also doing quantum mechanics visualization

Shorts

I told y’all I’d do it 🫡

I told y’all I’d do it 🫡

26,088,913 просмотров

I was commissioned to make a fake weapon for Mouse P.I. For Hire, which is being released in a few days. Made a mouse trap grenade launcher with a coat hook and rat trap lol. Can’t wait for yall to watch the whole thing 💪

I was commissioned to make a fake weapon for Mouse P.I. For Hire, which is being released in a few days. Made a mouse trap grenade launcher with a coat hook and rat trap lol. Can’t wait for yall to watch the whole thing 💪

162,445 просмотров

BF 1 is the best entry in the entire Battlefield series and I will die in this trench. (Video source: banana2963 on YouTube)

BF 1 is the best entry in the entire Battlefield series and I will die in this trench. (Video source: banana2963 on YouTube)

807,286 просмотров

When the waiter says they only have Pepsi products

When the waiter says they only have Pepsi products

595,855 просмотров

POV you find a 6 inch ledge in a AAA game

POV you find a 6 inch ledge in a AAA game

24,392 просмотров

Tactical toilet reload (total fucking brain rot edition)

Tactical toilet reload (total fucking brain rot edition)

533,124 просмотров

This is my buddy Phelan, he makes a lot of stuff like this and it’s very entertaining. His compositing and After Effects work is very solid!

This is my buddy Phelan, he makes a lot of stuff like this and it’s very entertaining. His compositing and After Effects work is very solid!

278,941 просмотров

The only nitpick I have with Halo that made me pause long enough to care saying anything about is this subtle texture artifact on some assets. My guess is a procedural noise texture is feeding the material's roughness input (which controls how glossy or matte the surface appears). The noise texture is sampling world space instead of object space. So as the Covenant canister moves, it "swims" through the noise field, making the roughness pattern slide across the surface instead of staying locked to the mesh. It's a tiny thing most players will never notice but fuck man years of staring at material graphs have permanently damaged my ability to properly enjoy shiny objects.

The only nitpick I have with Halo that made me pause long enough to care saying anything about is this subtle texture artifact on some assets. My guess is a procedural noise texture is feeding the material's roughness input (which controls how glossy or matte the surface appears). The noise texture is sampling world space instead of object space. So as the Covenant canister moves, it "swims" through the noise field, making the roughness pattern slide across the surface instead of staying locked to the mesh. It's a tiny thing most players will never notice but fuck man years of staring at material graphs have permanently damaged my ability to properly enjoy shiny objects.

22,233 просмотров

If I ever design my own game it’s going to have ridiculous healing animations too, like having to finish Perfection before the timer is up lol

If I ever design my own game it’s going to have ridiculous healing animations too, like having to finish Perfection before the timer is up lol

284,386 просмотров

Finally got rendering priority fixed, weapon view models no longer clip through the wall when I walk close to it! What a challenge that was!

Finally got rendering priority fixed, weapon view models no longer clip through the wall when I walk close to it! What a challenge that was!

416,519 просмотров

No doubt. Parallax shaders in particular are one of my favorites as well. I'm the environment lead on this indie project, built this scene with Blender & Unreal 5. I built a custom landscape shader with 4 unique paintable material types, all using POM for fake 3D. I still remember being blown away by parallax mapping in Elder Scrolls: Oblivion (2004), though a much simpler form of it.

No doubt. Parallax shaders in particular are one of my favorites as well. I'm the environment lead on this indie project, built this scene with Blender & Unreal 5. I built a custom landscape shader with 4 unique paintable material types, all using POM for fake 3D. I still remember being blown away by parallax mapping in Elder Scrolls: Oblivion (2004), though a much simpler form of it.

42,146 просмотров

More proning in videogames since the last did so well! Longer version available on YouTube: Proning in videogames

More proning in videogames since the last did so well! Longer version available on YouTube: Proning in videogames

278,488 просмотров

This individual is basically asking about how the devs at DICE handled lightmaps in Battlefield 4 (baked global illumination) when it came to dynamic events like buildings collapsing, which is an excellent question! In the video I provided here, you can see lightmaps on the building, particularly the balconies. Essentially, when it’s time for the building to collapse, a dynamic animated version of the building is immediately instantiated in the exact location of the old one. You can actually see this happening too. Before the building collapses, you can see a weird flicker effect. That flicker is the lightmaps disappearing entirely, because a different version of the same building that lightmaps won’t function on replaces the static light mapped building. Really cool stuff!

This individual is basically asking about how the devs at DICE handled lightmaps in Battlefield 4 (baked global illumination) when it came to dynamic events like buildings collapsing, which is an excellent question! In the video I provided here, you can see lightmaps on the building, particularly the balconies. Essentially, when it’s time for the building to collapse, a dynamic animated version of the building is immediately instantiated in the exact location of the old one. You can actually see this happening too. Before the building collapses, you can see a weird flicker effect. That flicker is the lightmaps disappearing entirely, because a different version of the same building that lightmaps won’t function on replaces the static light mapped building. Really cool stuff!

160,595 просмотров

always brush your teeth

always brush your teeth

36,489 просмотров

Bill Nye said putting a hot dog in a flashlight doesn’t do anything. I beg to differ.

Bill Nye said putting a hot dog in a flashlight doesn’t do anything. I beg to differ.

55,256 просмотров

Videos

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This thing really had some recoil

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2,683,348 просмотров • 1 месяц назад

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didn’t need AI for this, just blender and photoshop

Kommander Karl

60,626 просмотров • 11 дней назад

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Whoever made this deserves an Oscar

Kommander Karl

5,116,561 просмотров • 2 лет назад

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Pump action polka

Kommander Karl

354,838 просмотров • 3 месяцев назад

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“you make me smile, heheh”

Kommander Karl

140,603 просмотров • 1 месяц назад

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The new Grimace shake from McDonald's it’s amazing!!!

Kommander Karl

1,814,385 просмотров • 3 лет назад

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A lot of people did not like this video lol

Kommander Karl

1,412,382 просмотров • 3 лет назад

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i made this model 5 years ago you fucking donut

Kommander Karl

129,602 просмотров • 4 месяцев назад

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“Gamedev isn’t that hard” Also gamedev:

Kommander Karl

947,839 просмотров • 3 лет назад

More ragdolls for your enjoyment!
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More ragdolls for your enjoyment!

Kommander Karl

845,604 просмотров • 3 лет назад