Froyok (Léna Piquet)

Froyok (Léna Piquet)

@froyok.fr

"For those who come after" - Gustave Aka Lady Bloom. ☀️🇫🇷 Principal Product Manager on Substance 3D Painter. Stay up at night to fiddle with shader stuff. - https://www.froyok.fr/ - https://mastodon.gamedev.place/@froyok

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Hi ! 👋 I'm Froyok / Léna Piquet, and I'm a Principal Product Manager working on Substance Painter at Adobe since 2014. In my spare time I used to play with the Unreal Engine, but now I work on own game engine called Ombre. I also experiment with shaders and sometimes draw stuff.

Froyok (Léna Piquet) reposted

Got a little annoyed at a tool again - a lot of blender addons trying to add WASD style movement were 1,500+ lines and getting it wrong. Unreal-like movement with panning, WASD nav and camera smoothing. controls configurable. GPL.💖 #blender #unrealengine #gamedev 🔗 codeberg.org/shaderwitch/...

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I bought tons of retro CG books from Japan, btw. The package was 12 kg (!). “We can’t do this anymore, we forgot how” will not be a thing anymore. Will post more photos in the thread.

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The Character DNA Addon for Blender from Poly Hammer is pretty sweet if you, like I, have to deal with Metahumans and don't want to spend a few grand on a Maya license

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I'm immensely proud to announce that my texture library that's been in the making for nearly a decade is now available on my itchio store for indie devs to purchase commercial licenses. makkon.itch.io

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I fell into the #unity3d #HDRP codebase again. Oops. I wrote a post about how the water currents were done at the time: rivers, cascades and vortices on an FFT ocean, and no feature written for any of them. If you are curious: anisb.github.io/2026/09/26/c...

Froyok (Léna Piquet) reposted

Completed and submitted my #QUAKE rooftops jam map last night. Not everything got in the time limit, but it shines in the right spots. #gamedev #leveldesign #lowpoly #screenshotwednesday

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It's TIME! TO! GET! HYPE! Today, I get to proudly unveil Steam Hype, the project I've been working on with the help of @hookshot.media for the past two and a half months. A new PC gaming site which aims to demystify PC gaming, cut through the 100+ daily releases and spotlight indies as much as AAA

steamhype.comSteam HypeSteam Hype is your go-to destination for discovering the latest, greatest, and most talked-about games on Steam.

Froyok (Léna Piquet) reposted

In ~2007 when coding the ambient lighting of Splinter Cell, I had the idea of storing dynamic SH probes in Voronoi cells, where a) dynamic objects could walk/lerp the face graph, and b) static meshes "palettised" probes per vertex and lerped to give Realtime GI. It never shipped but look how pretty!

Froyok (Léna Piquet) reposted

Stop writing 1.0 - smoothstep(a, b, x) And do smoothstep(b, a, x)

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The Steam page for my next project: What Lies Within The Ivory Tower is live. The game has officially entered an alpha stage. Here's some images from the game and intro cinematic, with some fantastic assistance by @brickwork.bsky.social on the ship!

Froyok (Léna Piquet) reposted

textures i painted with gouache vs. model i used them for

emma@emmagamedev.bsky.social

trying some gouache painting! #3d #gouache #blender3d

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This thread have a title: "I discussed with @troy_s and everything became more complex" So: How to treat "out of gamut" pixels in "picture formation". 1/21

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Elevator gameplay features, including openable ceiling to climb on top of the elevator and removable floor tiles to go below. Full video in comment. #GameDev #Godot

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This one is for our #rendering and #TechArt folks: You can see the early version of our custom rendering engine and the final result you can experience in the demo! A huge part of the work was indeed the reflections 👀

The comparison videos going around with the DLSS 5 dlls are making me sad. Plenty of folks being impressed about it, but all I see is a fancy highpass filter that sharper the image and kills anything but midtones.

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One thing it shows to me at least is how accurate BRDFs and lighting is important compared to anything else. I'm a bit tired of seeing the default unreal shading and lighting everywhere now. I hope substrate will help a bit for this.

The comparison videos going around with the DLSS 5 dlls are making me sad. Plenty of folks being impressed about it, but all I see is a fancy highpass filter that sharper the image and kills anything but midtones.

View full thread

The only area where it seems to be better at is for local occlusion/hallucination of self-shadowing which is where games really lack. But what a price to pay to achieve this.

The comparison videos going around with the DLSS 5 dlls are making me sad. Plenty of folks being impressed about it, but all I see is a fancy highpass filter that sharper the image and kills anything but midtones.

"But look at the details !" Yeah, don't care, I want balance. This is the opposite of that. Even Nvidia offical showcase show the same kind of issues. It's like bad ENB/Reshad adidng "contrast" just to make it pop more. It kills any artistic intent.

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It’s the weekend! Let’s stretch a little with these cats. Cats seem to know better than we do how to truly relax. Stretch your legs, loosen up, and let go of the week’s tiredness. I hope these little cats bring a bit of ease and a good mood to your weekend😊 #shouxinsketch #cat #sketch #sketchdaily

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Was walking past this building and through the window saw this backrooms-ass room, so I accidentally took the coolest picture ever due to the window's reflection