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Bohrium

@bohriumdev.bsky.social
35 followers 17 following 40 posts

I make video games and video game accessories. www.artstation.com/bohrium <- Art Portfolio bohrium.itch.io <- Mostly game jams here

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Bohrium @bohriumdev.bsky.social · 04/09/2026
My hair tool now has a mode for creating eyelashes, it does both pure geometry (right) and card/texture based lashes (left). Just draw a placement curve on the eyelid and fiddle with some sliders to get nice looking lashes. #gamedev
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Bohrium @bohriumdev.bsky.social · 22/08/2026
Made this with my hair tool. Easily duplicates selected geometry, unwraps UVs and generates up to 8k texture maps based on a few painted on masks for density, length, curliness, thickness, flow direction and color. #gamedev
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Bohrium @bohriumdev.bsky.social · 21/08/2026
Another big feature for my hair tool - creating hair caps. Everything is running at interactive speeds and adjusted with masks, flow maps and parameters. #gamedev
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Bohrium @bohriumdev.bsky.social · 16/08/2026
Here's the lower 3k tris versions. Going lower introduces clipping with the scalp and you need to make changes manually. Also I used to do hair manually by just poly modelling in MODO, so about as slow of a method as you can do.
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Bohrium @bohriumdev.bsky.social · 16/08/2026
Two hairstyles, 1.5h of work each, ~10k tris (LODs down to ~3k with a simple slider). Still a ton of workflow improvements to be made, but using my tool is at least an order of magnitude faster than how I used to do hair. Looks nicer too. #gamedev
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Bohrium @bohriumdev.bsky.social · 14/08/2026
I've improved my hair strand tool to allow for twists, spiral curls, waves, multiple strands per curve, solid tubes (cores for ponytails or dreadlocks perhaps) and you can combine all of these things for some wild hair. Rendered as per object local depth maps. #gamedev
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Bohrium @bohriumdev.bsky.social · 04/08/2026
Added vertex painting for hair colours to my tool. Multiplies the existing hair texture with the color, super easy to add color variance or go for something more wild. #gamedev
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Bohrium @bohriumdev.bsky.social · 03/08/2026
Some very quick hairstyles I've made while testing my hair tool features. I feel like it's starting to get there for doing short hairstyles. #gamedev
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Bohrium @bohriumdev.bsky.social · 30/07/2026
And a wireframe view. It recalculates the entire mesh along the curve with more or fewer polygons, so it should maintain the created look as much as possible compared to more traditional decimation methods.
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Bohrium @bohriumdev.bsky.social · 30/07/2026
Implemented a global LOD slider to my hair tool. You can instantly drop the poly count for all procedural curve meshes and export your hair at whatever fidelity you want. #gamedev
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Bohrium @bohriumdev.bsky.social · 26/07/2026
Here's a little sample hairstyle I've made in my custom hair tool using my new short hair placement tool. The hairstyle is a bit crude still, but it only took about a minute to make. #gamedev
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Bohrium @bohriumdev.bsky.social · 17/07/2026
Implementing groom direction maps for my hair creation tool. A step towards being able to just brush on short hair, beard, eyebrow or fur cards. #gamedev
There's a head with colourful arrows pointing out of vertex positions to showcase the hair growth directions. There's a little tool panel on the side with various options for brushing around the arrow directions.
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Bohrium @bohriumdev.bsky.social · 09/07/2026
Improved the hair shader for my hair tool with soft shadows and subsurface scattering. Also trying to get better at actually making the card based hairstyles. #gamedev #tooldev
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Bohrium @bohriumdev.bsky.social · 27/04/2026
A little hardware project I did over a couple weekends. A wireless one-handed keyboard with knobs and a screen. I go more in-depth on reddit: redd.it/1sx3c58
An all black 3d printed one-handed keyboard with 4 rotary encoder knobs and a tiny OLED screen next to a Steelseries mouse. You can see another steelseries keyboard at the back, but that's irrelevant. Also a mousepad. Also there's like a tiny animation of bubbles on the display, which you can't see because it's a photo, not a gif, but you should know it's there.
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Bohrium @bohriumdev.bsky.social · 03/04/2026
I've added various useful shaders to my hair creation tool. Subsurface scattering for skin, anisotropic highlights for the hair, parallax and self-shadowing tricks for the eyes. (The hair mesh is just quickly thrown together for this image.) #gamedev #indiedev
It's an image of an elven looking woman with pointy ears. There's a hair shader with anisotropic highlights, a skin shader with subsurface scattering and an entirelly programmatic eye shader that simulates depth with parallax mapping and some neat tricks to shadow the iris. The hair demo mesh is fairly rough looking, but you can see the highlights on it, so that's what matters.
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Bohrium @bohriumdev.bsky.social · 19/03/2026
I've been working on a WYSIWYG card based hair creation tool. Pictured here: A powerful curve tool that generates hair strips and lets you modify them any way you want. Also, UV templates for easy UV mapping, game-like PBR rendering during editing and it'll also do meshes (braids?) soon. #gamedev
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Bohrium @bohriumdev.bsky.social · 11/03/2026
I've added sculpt brushes to my 3D tool now. Finally getting to the more fun useful bits. #gamedev
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Bohrium @bohriumdev.bsky.social · 05/03/2026
My 3d modelling tool now has a UV editor. #gamedev
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Bohrium @bohriumdev.bsky.social · 23/02/2026
I have implemented a bunch of selection and manipulation tools like edge loop selection, growing/shrinking selections and soft selection in world and surface distance modes. #gamedev
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Bohrium @bohriumdev.bsky.social · 11/02/2026
Perhaps weekly updates are a good way to keep track of how this project is progressing. I've turned my 3d object viewer into a 3d modelling program now. Getting a little bit more complex now. #gamedev
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Bohrium @bohriumdev.bsky.social · 04/02/2026
This week I've been working on dithered opacity masking, TAA implementation, shadow mapping, multiple light support, movement gizmos, undo/redo functionality, visualization shader selection and almost entirely rewriting my rendering pipeline. #gamedev
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Bohrium @bohriumdev.bsky.social · 27/01/2026
Slowly, but surely adding on bits to my 3D renderer/secret #gamedev tool. It's a long way off being actually useful, but it'll get there... eventually... maybe. If I have enough spare time to work on it.
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Bohrium @bohriumdev.bsky.social · 09/01/2026
First finished character model of the year. #gamedev #indiedev www.artstation.com/artwork/8B8KKn
artstation.com
Pirate Captain, Jüri Pihel
Here's a game ready model of a pirate captain that I've made for my personal naval game project. I'm quite pleased with the result now, but I rushed this sculpt out and wasn't very happy with his face...
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Bohrium @bohriumdev.bsky.social · 26/10/2025
I'm trying to gather up some of the personal and practice work I've done and put it up on Artstation. So here's a character, who has been my testing ground for eye/hair shaders for a while. www.artstation.com/artwork/DLw6wE #Gamedev #Indiedev
artstation.com
Ginger, Jüri Pihel
I made this character as a practice piece to better figure out workflows for doing card based hair and facial animation. I also spent a while making custom skin, eye and hair materials in Unreal. It's...
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Bohrium @bohriumdev.bsky.social · 22/10/2025
Doing character art and animation is probably the most fun you can have in a game jam. #GameDev #Megajam #UnrealEngine
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Bohrium @bohriumdev.bsky.social · 12/10/2025
There's a number of game prototypes I've developed that no one has ever really seen before. Inspired loosely by Triple Triad (FF8) and Chess, I envisioned this collectible card game as a mini-game in a bigger RPG. Uses placeholder AI art. #gamedev #indiedev
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Reposted by Bohrium
Andromeda Star @mxandromeda.bsky.social · 06/10/2025
I directed an amazing team of devs for @ludumdare.com 58. It was a crazy 72 hours, but we got out game, The Fragments of Wen Ruyi, submitted in time. Had an amazing time jamming. ldjam.com/events/ludum...
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Bohrium @bohriumdev.bsky.social · 05/10/2025
Made some silly characters for #LDJam58. Was a lot of fun. #LudumDare #Indiedev
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Bohrium @bohriumdev.bsky.social · 30/09/2025
I sometimes get these tiny ideas for making nice little tools that help me do some #gamedev related task. And then it's like "Oh, all I need to do is just write a PBR renderer and a game engine before I can create the tool. Sounds simple enough." 💀 Anyway, here's a clip from my OpenGL renderer. 🙂
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Bohrium @bohriumdev.bsky.social · 28/09/2025
Doing some "retro-feel" experiments in Unreal. It's interesting that even if you make things look objectively worse, just getting away from the "default engine look" makes it seem like a lot more effort has been put into it. #indiedev #gamedev #unrealengine
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Bohrium @bohriumdev.bsky.social · 24/09/2025
As for the benefits - I can change the colours, create new textures, change pupil size, iris size, the strength of the iris edge darkening, visibility of the veins, the shading of the sclera, even the strength of the shadow of the eyelid. Yes, I may get slightly obsessed with things sometimes. 👀
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Bohrium @bohriumdev.bsky.social · 24/09/2025
I don't know if it's just pure stubbornness on my part, but I can't just copy paste an eye material from Epic for my projects, I have to make my own from scratch. Left is mine, right is Epic's. #gamedev #indiedev #unrealengine
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Bohrium @bohriumdev.bsky.social · 08/09/2025
Going for realistic hard surface models is a little out of my comfort zone, but I think I did okay. #gamedev #3dmodelling
A photo next to a 3d model of the same flintlock pistol.
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Bohrium @bohriumdev.bsky.social · 05/09/2025
This is one of my projects I really wish I fully had the time and resources to work on and turn into a proper game. The idea was to have a low-stress Overcooked combined with those pizza making mini-games from Pizza Tycoon. www.artstation.com/artwork/XJ88Rn #gamedev #indiedev #unrealengine
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Bohrium @bohriumdev.bsky.social · 03/09/2025
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Bohrium @bohriumdev.bsky.social · 03/09/2025
It looks cool, but hidden under the surface is something truly horrific... the shader complexity viewmode 🫠 #gamedev #unrealengine
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Bohrium @bohriumdev.bsky.social · 03/09/2025
A single mesh with some UV and material sorcery lets me individually time the order of appearance for the coins. #UE5 #gamedev
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Bohrium @bohriumdev.bsky.social · 13/08/2025
Getting this simulated ship's wake to work over an infinitely large ocean is one of the more annoying things I've done for this little arcadey nautical game. #gamedev #unrealengine
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Bohrium @bohriumdev.bsky.social · 14/03/2025
I couldn't find a solution for monocular facial mocap that I liked, so I wrote my own. Still a little rough, but I'm already excited about it. #UE5 #gamedev
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Bohrium @bohriumdev.bsky.social · 18/01/2025
Made a little blueprint actor that tiles the meshes, captures the scene colour/normal/roughness/metallic and exports the textures. Slight height offset for tiling to prevent intersecting near the edges. (Doesn't matter with orthographic projection.)
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Bohrium @bohriumdev.bsky.social · 17/01/2025
Need a texture of a bunch of stuff in a big pile? You can use UE5 to physics simulate them and then use the buffer visualization modes to get PBR texture maps out of it. #gamedev
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