Nikout13🐲
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nikout13.online
Nikout13🐲
@nikout13.online
• Indie Game Dev #ProjectVerocity
• Website: https://nikout13.online
• Unreal Engine, C++, Blender, Cascadeur
• 3D generalist, tech artist, animator, cinematographer, writer and designer.
• English, ukrainian and russian speaker.
• b by @lizardfail.art
Something I commisioned my friend @zomborg.bsky.social last year, that I wish I could use for avatars in many servers that isn't just discord.

Behold, the doot. He angy.
November 28, 2025 at 2:07 PM
This thread is brought to you by my ARC Raiders addiction and how much fun I have playing it obsessively. I have to do a lot of work but damn man, this is so good.
November 5, 2025 at 8:36 PM
Massive upgrades
October 23, 2025 at 6:56 PM
I was figuring out how to generate visemes with my lipsync system in my game project, and this line gave me a very familiar tone...
October 23, 2025 at 1:07 AM
Bro wasn't happy I sat on his favorite spot so he used me as his spot.
October 21, 2025 at 11:50 PM
To nature
September 23, 2025 at 5:29 PM
VR is peak once again.

Connected my SteamVR gear to Unreal Engine Live Link to get base of animations very quick, totally worth it.
September 19, 2025 at 2:10 AM
Hello, Toronto!
September 8, 2025 at 2:45 PM
Behind the scenes look on my universal rig mess
August 18, 2025 at 3:09 PM
Was doing some work for my friend who wanted Valkyr Heirloom in VRChat, took me a while to get all masks sorted and rig constructed (you can see I gave up on shapes) but I am incredibly happy with extra controls. Results are pleasing
August 18, 2025 at 3:08 PM
I am a dentist today, with a bit of manicure...
August 12, 2025 at 1:59 PM
🥳🥳🥳
July 19, 2025 at 2:20 PM
Lost an entire day to a tree destroying a power line, so I went to the outage map and I swear to goddamn christ I can not make this up
July 17, 2025 at 10:08 PM
Lootboxes are real
July 3, 2025 at 8:37 PM
The ourney using ZBrush was incredibly smooth and I like it a lot more than Blender in its workflow.
June 29, 2025 at 6:55 PM
I've been duning in Dune Awakening but also taking some time to finally finish the sculpt of the first character base for #ProjectVerocity

This will be a base for playables and NPCs with modularity in mind, really loving the anatomy.
June 29, 2025 at 6:54 PM
Spec Ops: The Line is one of the games of all time when the storytelling is progressing vaguely through signs in environments, and the way how your character perceives with deteriorating perception of reality where a red line of morale, and duty get tighter and tighter.

You should play it.
June 16, 2025 at 5:43 PM
And break time. Its getting close
June 15, 2025 at 8:56 PM
zbrush is so much fun

#ProjectVerocity
June 15, 2025 at 5:25 PM
There is some extra info that elaborates on what RIG attributes are. Additionally, your items will contribute to such changes along with buffs and debuffs you may be getting as you play the game.
June 11, 2025 at 3:25 AM
Color coding attributes for my game to communicate in formulas a lot easier.

They are set in the game already, but now I need to come up with a formula that properly shows how Primary Attributes do the most work to make those happen in gameplay for your own Kroen.

#ProjectVerocity
June 11, 2025 at 3:23 AM
Once we were done with figuring out what could be the issues, we just merge the meshes together, and see how they behave from supplied source animations. The lipsync and body motion would work in sync, which creates a very comfortable workflow to utilize after your custom MH creation is complete.
June 6, 2025 at 5:01 PM
Once I'd be able to figure out the issue of such, I was able to discover what other proportions could create as problems using just one sample from live retargeting route in Unreal.

Note: the source animation, if it was done on Mannequin, does the heavy lifting if it uses metahuman IK rig properly
June 6, 2025 at 5:01 PM
When it came to body rigs, correctives on post process were incredibly important.

The retargeter never considers movements of poses from corrective post process, so I'd have to make sure it was calibrated properly on the target mesh.

The animation itself was giving me issues I was supplied with.
June 6, 2025 at 5:01 PM
The heavy lifted in this experiment that ended up being successful were the blendshapes themselves. When the facial joints have been aligned properly onto the head mesh, all I needed to do is correct every single affected blendshape per control attribute. So blendshapes did 80% of the shapes moves
June 6, 2025 at 5:01 PM