Liam Tart
@LiamTart
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Working on next @subnautica! Previously worked on Subnautica, Subnautica: Below Zero, Alien Isolation and Black Mesa.
West Midlands, England
Joined April 2009
We're working on a sequel to Subnautica! It's using Unreal Engine 5 and you can play with friends. It's been really interesting to have been on this project since it's inception and see it evolve. Hope you all enjoy when it's released into Early Access next year.
๐จ Warning: Oxygen Low ๐จ. The first teaser trailer for Subnautica 2 just dropped! Check it out now and wishlist the game on Steam, Epic, or Xbox โก๏ธ #Subnautica #Subnautica2
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Sneak peek at the next biome for you to explore in @subnautica: Below Zero - Deep Twistybridges! Very WIP right now but hoping to release in the next Early Access update.
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Found some old screenshots of really early @Subnautica Below Zero development and tried to find their location now. Always good to look back and see how far things have come!
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We did a playtest of @Subnautica: Below Zero the other day; it's really starting to come together! This part of the world in particular is so gorgeous. I love the way the bridges link up both sides of this deep underwater canyon. Level design work courtesy of Michael Schouten!
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Working on the new intro area for the new @Subnautica Below Zero story. Really loving the atmospheric work that's been done on the game recently. Feels very 'cold' :) . As always, this is a team effort from lots of different people. But it's shaping up!
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You'll seen be able to have a damn fine (portable!) cup of coffee in @Subnautica Below Zero, with this new Alterra-branded coffee thermos! Keep yourself warm on those freezing cold expeditions :)
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Work in progress 'snow fluting' material for @Subnautica: Below Zero. Using Substance Designer only. This was good fun to make! Using custom SVGs to generate the shapes, then a distance node. and a little blurring/edge wearing. Everything else in shot is very WIP!
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Rendered out a few new @Subnautica: Below Zero materials in Marmoset with displacement/AO/sub surface scattering etc. Will look slightly different ingame, but here's what's coming up in the next patch! Expect huge glacial cliffs! Generated in @Allegorithmic's Substance Designer.
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Messing with Nanite in @UnrealEngine 5 for my Scifi Bunkroom remaster. Trying to push geometry detail as much as possible and getting a really tactile material feel up-close. Explicit tangents in UE 5.3 is a game changer for Nanite hard surface work btw - try it out!
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We are looking for a senior hard surface artist to come and work with us on the next @Subnautica game! Come and make awesome vehicles, tools and bases! Send me a DM if you're interested. Yes, I can confirm we will have hard surfaces in the next Subnautica game. Hi YouTube! ๐
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Got some toasty hot springs going into @Subnautica : Below Zero soon! These won't be in the first patch, but will probably be in the next mini patch. This whole area is being updated soon after release, but here's a sneaky pic of the springs themselves! Keep yourself warm :)
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After playing the Quake re-release last week, I was really inspired to start an 'old school' looking scene in @UnrealEngine 5, utilizing small, unfiltered textures, but with modern lighting. Here's a WIP shot! Would love to play a System Shock 2 esque game in this style.
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Some base signposting coming to @Subnautica Below Zero soon! Bases should be a lot more identifiable by their symbols here on these exterior signs, on the nameplates indoors, and by large decals on the sides of the bases too.
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Throwing this out there - does anybody want to work on our exciting new scifi IP, or the next game in the @Subnautica universe at @UnknownWorlds? Looking for environment artists and material artists. Send me a DM if you're interested! Fully remote, great pay/comp etc.
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Can't wait to show everybody what we're working on for the @Subnautica expansion. I think you'll like what we're cooking up. I've been a lot more involved in the art side of things which has been so much fun! Here's a few teaser-ific little screenshots.
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We are making some really exciting new environments in the next @Subnautica game. Can't wait to show you all how it's looking. Big upgrade from SN1. Expect much higher fidelity in the environment whilst still retaining that clean SN feel. Lumen in UE5 makes SN look incredible!.
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Making more military vehicle objectives for .@WarpipsGame! Love making these chunky little models. 128x128 texture size.
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I made a custom shader for @Substance3D Designer that allows you to remove texture filtering (it sets texture filtering to 'nearest'). Great for retro games where you wanna see individual pixels!. It's nothing too complex, but I wanted to share it here in case anybody needs it.
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@anastasiaopara That's incredible haha! . Out of interest, who's making the art for this game? It looks really lovely!.
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Experimenting with in-editor Nanite displacement instead of POM in @UnrealEngine. Here I took a fairly flat plane, shaped it into this cobblestone road, then displaced using a height map using the modelling tools in Unreal. Fairly placeholder texture - I'm just experimenting!
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I just reuploaded my City 17 UE4 scene. Should work in the latest version of Unreal, but I did notice some lighting issues. Loved working on this. Environment - City 17 Stairwell and Attic Scene (UE4) via @artstationhq.
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I worked on these first 3 scenes 8 years ago. Wtf. My Shire scene was 2 years ago! Time is flying by. It's scary. I really need to work on some new things soon. We'll have tons of stuff to show from the next @Subnautica game though. Can't say when, but it's gonna be awesome.
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Been working on Subnautica Below Zero for a long time now! Feels good to have it out of early access and into a full release. Well done to all of the team, and I'm excited to see what comes next ๐.
Subnautica: Below Zero is out now on Steam, Epic, and Discord storefronts worldwide! Console release continues to roll out at midnight local time. Check out our blog post and get ready to Brave the Cold โถ๏ธ
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I'm using this Substance Designer shader to help make various low res (128x128) textures for a learning project of mine in Unreal. It's fun to have such hard constraints on texel density. 32px/m I believe is the current texel density I'm using. Subnautica 2 uses ~768px/m :P
I made a custom shader for @Substance3D Designer that allows you to remove texture filtering (it sets texture filtering to 'nearest'). Great for retro games where you wanna see individual pixels!. It's nothing too complex, but I wanted to share it here in case anybody needs it.
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I've been making tweaks to @Subnautica's camera settings. We have this cool post processing mode you can enable called 'Filmic' which is more contrasty but was too dark before. My tweaks use filmic but bump up the exposure and eye adaption settings. Looks way more vibrant now.
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This is the game that got me into game dev. It was a real learning experience remaking parts of this game when I worked on Black Mesa. The company I work for was born out of modding this game too! Very thankful for this game and this dev team. โค๏ธ.
Half-Life turns 25 this weekend, and we're pushing a big update to bring back some of that 1998 feeling with restored original launch day content, brand new multiplayer maps, a look behind the scenes with the original development team, and more:
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Added a new area to the Deeplilypads Precursor cache on @Subnautica Below Zero. It has a different feel to the rest of Deep Lilypads. You can check it out on Steam later on tonight!
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@lenaicterrier That's correct! Check out some of the other replies to my original post - they have shown some of the actual textures used!.
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I'm considering moving away from 3ds Max for personal work, and looking into using Blender @blender_org . However, I have 10+ years in 3ds Max so I have a lot of muscle memory with it. What are the advantages to working in Blender, coming from Max? @Leukbaars what do you think?.
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Look at these gorgeous realtime clouds in UE5. It's incredible that 10 years ago we were painting clouds into skyboxes, and now we're at the point where clouds have actual volume in the game world. I'm so excited about the future of game art!.
assembling a real-time volumetric cloudscape in #UE5 using VDBs crafted in #EmberGen. Props to @LambertTibo for his plugin
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Felt inspired to go back to an old project of mine, the Scifi Bunk Room from almost 10 years ago now. It was my first side project after working on Alien Isolation. Thought it'd be fun to re-imagine some of those assets in Unreal 5 whilst learning some Blender stuff. #UE5
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Another pass on my semi-stylised cobblestone @Substance3D Designer material. More size variation and additional detail to the stones, as well as packing some smaller stones in between so less grout is visible. Shameless hashtags inc. #SubstanceDesigner #gameart #gamedev
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Made some texture tweaks in @Subnautica Below Zero to make the ice cliffs feel a little more. icy, rather than rocky. Before is old textures, after is with increased shadow rendering distance and a texture pass. Hope we can increase shadow distance by default!
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Blocking out more stuff for @Subnautica. Sometimes something simple like making a nice, usable modular set for level designers is really fun to work on!
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It's never too late to expand your skills! Last night I bought @thiagoklafke's Spanish Town tutorial after feeling a bit rusty with my env art skills! It's fantastic and goes into so much detail. You can feel his passion for creation. Highly recommended.
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Does anyone have a copy of my Scifi Bunk Room scene from 8-9 years ago? I've unfortunately lost the backup copies. It was up on the Epic Launcher for free, and it had 1000s of downloads, so it must be out there somewhere! #unreal #UnrealEngine
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I'm playtesting @subnautica: Below Zero right now, and I'm really impressed with how atmospheric the starting zones are feeling. As artists we spend so much of our time looking at work in progress art and crappy blockouts, but when you see it all come together, it's so exciting!.
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Alterra's new telescopic Ice Ladder in @Subnautica : Below Zero. Got a little ice lake you want to get down to? Secure this little baby into the ground and climb away! Just make sure the ice is stable. Don't wanna go falling in any ice lakes now do ya?
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@Flayra @Subnautica Been doing a huge balance pass on all the hard surface assets in SN. Lots more reflections to compliment the amazing new post processing that went in last week. More improvements to come!
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@mac_shirk Amazing. Pyramid Head is the iconic character of SH2 - they need this amount of detail for close-ups and cinematics. Really adds a lot. These people need to stop being so afraid of extra geometry. Technology has really moved on a long way.
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any LD/world artist friends fancy a job working on the Subnautica expansion? We have a huge world to build and need more hands! email me at liam.tart@gmail.com. You'd be sculpting voxel terrain, applying materials, detailing with props and perhaps doing some lighting work too.
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Couple of nights work trying out raytracing in @UnrealEngine. Pretty cool, but runs at like 2 fps on my 1080 TI! Best thing about it seems to be better reflections, not really noticing much visual improvement in terms of actual lighting. Can't wait to mess around with this more!
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Our new game, @Moonbreaker, was on the cover of PC Gamer this month! I remember reading this magazine loads as a kid. Proud moment!
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Unknown Worlds has had a re-brand! We have a brand new website too. There's a new hard surface role up there to fill in for me taking adoption leave later this year. We're also looking for an experienced lighting artist who is (hopefully) knowledgeable about underwater lighting.
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I just realised I am now a fulltime Blender user! A few months ago the thought of never using 3ds Max again was a terrifying thought, and I really didn't like Blender. I'm really glad I've spent the time to fully immerse myself in it. I'd really recommend sticking with it. #b3d.
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We're cookin' up some good stuff at UW! Next year is going to be exciting. Keep an eye out for more Subnautica updates!.
Your recent excitement for the next game in the Subnautica universe has been infectious ๐. While we're not quite ready to surface more info, keep watching this space. We'll share more about our Early Access plans in 2024! ๐.
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@GoldsourceGold Something about these old Counter-Strike maps just felt so lived in and 'real', even considering their blocky look. Maybe it's because your mind kinda fills in the blanks. I miss those days of videogame development!.
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