Personal Animated Short 【Heat vs Repulsion】自主制作アニメ
Personal animated short "Heat vs Repulsion" by a 19-years-old Chinese student, nickname 光学核心(Optical-Core). Concept, animation, backgrounds, compositing all ...
With a wide arsenal of powerful magic at her disposal, Frey can take on the countless twisted foes that lurk in the Break. Mastering multiple magic types ena...
Storybook Brawl VFX- 02 I worked on SBB during 2020- 2021. Those are in-dev videos so it can represent unfinished content or placeholder elements. VFX concept, models on the animations, rigging, animations and VFX are made by me.
Mintvis' sketches, professional and personal work - Real Time VFX
Thumbnail: Hi everyone, long time lurker and first time poster here. I recently quit my job as a game art generalist to pursue a career as (freelance) VFX artist. It was a tough choice, but there simply wasn’t enough VFX work to keep me satisfied. I thought I’d share some of my work here, although at this time most of it is professional work. I’m also working hard to fill my portfolio with some more personal work, as I’m not able to use all of my professional work due to NDA’s. Hope you all ...
In the Effects category, I'll be discussing some of the myriad special effects used in games.Additive blending and glare, when overused, can make a game look...
This is the final version I made for Dragon's Rise: The Forgotten Realms! Big thanks to Jeanluc Kol for the amazing VFX art concept, it was an amazing journey and I learned a lot, thank you again!
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Meshs are made in 3Dmax, and textures are drawn with Photoshop!
The complete breakdown you can find it in the challenge post!
https://www.artstation.com/challenges/dragons-rise-the-forgotten-realms/categories/163/submissions/70763
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https://www.artstation.com/jlkfx
Hi ^__^
Here is the final result of my participation for the Arstation challenge in VFX Art (real-time) category.
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Special thanks to Jeanluc Kol for having made this stunning concept that has brought out the best in me. ^^
I am also very grateful to all those peope who have helped with their feedback.
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*Made in unreal engine 5.
*All the meses were been made with houdini in order to have more control while I iterated. The only mesh that isn't made in this way is the dragon's head that I modeled in blender.
*The textures made in substance designer and photoshop software.
The complete breakdown you can find it in the challenge post.
https://www.artstation.com/challenges/dragons-rise-the-forgotten-realms/categories/163/submissions/70502
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Concept by Jeanuc Kol
https://www.artstation.com/jlkfx
Last of Us Part 1 | Bloater Entrance FX, Ethan Webb
I placed the fx for this reveal, the main challenge of which was balancing the density and detail of these fx with the framerate. Thanks of course to the FX team, who made the basis for these spore bursts during Last of Us Part II. Also a big thanks to the tech art team for the optimization effort, here and throughout the game. I really enjoyed the process, balancing the needs and costs of each area, and it was a neat chance to get to work more closely with a few more departments.
Last of Us Part 1 | Outskirts Rainy Environment FX, Ethan Webb
I was responsible for populating a few sections of the outskirts rainy environment, placing and tuning drips, splashes, streams, pouroffs and more! Many thanks to the FX team for setting up each of the myriad of FX used to flesh out a rainy scene. Also thanks to the many hands involved in putting together an environment like this, it was a delight to add my part of this very cool puzzle.