Unity VFX:血爆三连, Vfx_haley
Unity VFX:天崩地裂, Vfx_haley
Sword Slash Combo, Jiro Alo
Slash Trail study using UE4 and Niagara.
Splash concepts, Slava Lightsoul
(3) Jan Kaluza auf Twitter: „Freebie: Object-stabilized screen-space UVs. Probably useful for VFX, I don't know! :D With a hat tip to @Ed_dV who made the same thing for Unity, here's an @UnrealEngine version. Material graph in the replies! #realtimevfx #gamedev #gameart https://t.co/aWrnRnoeCN“ / Twitter
Freebie: Object-stabilized screen-space UVs. Probably useful for VFX, I don't know! :DWith a hat tip to @Ed_dV who made the same thing for Unity, here's an @UnrealEngine version.Material graph in the replies!#realtimevfx #gamedev #gameart pic.twitter.com/aWrnRnoeCN— Jan Kaluza (@JKashaar) October 4, 2018
ed2095af5e9783fcc277f2d1c1f64dcd16024f97[1].gif
https://realtimevfx.com/t/pataya-sketch-40-2/16097
gauthier-chaleyer-emeth-vfx-guardian.jpg (JPEG Image, 1920 × 902 pixels)
REMASTER VFX, Ivan Boyko
I just watched my old vfx works and decide to make some remaster for several of them:
1) Teleportation VFX
2) Energy shots CASTS & HITS
3) Energyshots CASTS
4) Flamethrowers
Fountain, Nikita Dubatov
Fountain.
Fountain model and tex - not by me.
-
Have some issues with grab pass for orthographic camera, but...meh. Will found soulution for some next fountains :)
Fake oldschool reflection for the fish statue :D
Sea Shader, Djanco Dewus
A simple water sea shader i made. Not a to complex shader but can still use a bit of optemization, Packing all textures into one would already optemize a lot. The water texture is really simple, just some quick deformed cells noise
UE5_Niagara_Female paladin, IceCola
Plasma/Magic Ball, Djanco Dewus
Was working on a ice shader, after testing some distortion based on depth i got this funky result on way to strong values. I liked it an continued and these are the results
Concept Fan Art - Toon Explosion VFX, vii
Unreal Engine 5 // Blood Nova fan art, Alexander Zhupikov
What if Blood Nova from Diablo 3 was made in style of Diablo 4
*Subjective vision*
Destiny 2: Hearthfire Shell VFX, Ben Platnick
The "Hearthfire Shell" is a new Ghost that debuted with Destiny 2: Season of the Haunted as part of the Solar themed seasonal accessories set. I wanted to give the Ghost a little extra in the cool department, so I put together the VFX you see here in order to enhance the wonderful hard-surface work done by Michael Climer.
Special Thanks:
Mark Flieg and Travis Treadway: Rewards VFX Team
https://www.artstation.com/mfliegjr
https://www.artstation.com/travistreadway55
Michael Climer: Hard-Surface Lead
https://www.artstation.com/mclimer
And to everyone else at Bungie who helped support me and contributed to this wonderful world. "Teams are stronger than heroes".
motiontable
Feedback on Water Stream
Hey all! I’m new here and I’ve got to say this website is an amazing resource. I’ve been getting into RT VFX recently (been a game dev for a long time) and have been working a few effects. I was inspired by the recent waterfall Sketch posts and wanted to take a shot at one myself. I’m quite happy with the progress so far, but I feel a little stuck on getting the edges of my water fall to look believable. Here’s the current progress: (EDIT: Updated progress: ) My current gripe ...
UE2022_01, 王庆
练习之一
UE4 VFX ICE, jiye park
UE4 VFX ICE
jiyejiyepp@naver.com
Justice online逆水寒_NPC skill effects, SongJian Cheng
分享一些我做的逆水寒特效,这是新玩法里的NPC技能特效。
Share some of my VFX work for Justice online.
[Unreal4] Ocean Shader, Sungjun Kim
Unreal_VFX_2022, DDDDDD
UNITY VFX ORBS, Diego Maraza
lightning, Z86
Practice01, Z86
Effect
Practice02, Z86
Gunsword FX
A Gunsword FX made with Unity
Trek to Yomi Blueprints, Jarek Bartyna
Examples of mesh effects Blueprints that I have worked on, were used by Enviro artists to arrange levels in Trek to Yomi.
Environment created by:
https://www.artstation.com/scn
https://www.artstation.com/mort-art
✨Rafles✨ auf Twitter
“Yesterday night I was doing some researchs for pack 2 🐟”
Ice Shield! VFX, Sarah Menager
More VFX practice with a stylized ice barrier.