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Tutorial: Adding detail to brick or stone objects, Andrew Alexandrov
I want to share with you my technique for creating brick/stone architecture for games.
Download the RU/EN PDF from my Gumroad: https://andrewalexart.gumroad.com/l/gwxtt
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Technical Artist Summit: H2O in H3LL: The Various Forms of Water in 'Diablo IV'
From oceans, rivers and puddles, to ice, snow and fog, water in the open world of Diablo IV's Sanctuary takes many forms and has even more challenges to solve. In this talk, Aaron talks about the pixel and vertex shader techniques employed to...
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练习
Creating the satisfying 'swoosh' effect in Super Lucky's Tale
Hot on the...tail...of the recent Steam launch of Super Lucky's Tale, game dev Michael Voeller shares exactly how he created the game's satisfying "swoosh" effect.
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Brawl Stars U54 - UI VFX / Animation, OCTOPO VFX Studio
VFX / Animation for Rank up UI!
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Art Direction - SUPERCELL Art team
VFX - Kang Sung-hoon
2D Animation - Jung Jae-hoon
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All right reserved SUPERCELL
HALCYON ZERO PROJECT: VFX CONCEPT ARTS p.2, Ivan Boyko
''HALCYON ZERO’’ 2D VFX ANIMATION part 2
Different concepts, drafts and vfx animations i made during working on Pahdo Lab’s project ''HALCYON ZERO’’
https://www.halcyon-zero.com
Characters and Environment art done by other artists, my part is only VFX
Used tool Adobe Animate
Physics-based ground VFX system
I've made this physics based ground VFX system in Unreal Engine for an AA Off-Road Game. The system use physic parameters to drive the Particle (Niagara) system. It handles: - Tire radius and width - Rotation speed (RPM) and direction - Vehicle velocity - Longitudinal and lateral tire force for spinning and skidding - Surface type - Ground stickiness - Ground color - stone rate - fluid surface deepness - fluid dirtiness
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Granblue Fantasy: Relink - PlayStation Showcase Trailer | PS5 & PS4 Games
Take another look at Cygames’ upcoming action RPG, Granblue Fantasy: Relink, through this brand-new trailer!#PlayStationShowcase #ps5 #ps5games#PS4 #PS4games...
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Mortal Kombat 11: A Bloody Production Talk | Matt Battaglia | SIGGRAPH 2019
Dive into the techniques and production lessons learned during the development of Mortal Kombat 11 with Houdini. We will focus on our geometry cache pipeline which allowed us to leverage Houdini’s fluid simulation tools to drive our unique cinematic blood effects. As a studio new to Houdini, we will give a behind the scenes look at some of our assets and share a little bit of the wisdom we’ve gained while ramping up on Houdini over a two year development cycle.
Matt Battaglia is the Technical Art Lead at NetherRealm Studios. With over 14 years of professional experience, Matt has a background in AAA game development, feature film, and teaching. He enjoys developing asset pipelines and pushing the boundaries of what is possible in real time rendering and visual effects. While not chipping away at his ever growing list of research projects or new software to learn, he enjoys tackling home improvement projects and attempting to entertain his wife and daughter with bad dad jokes.
MORE HOUDINI HIVE SIGGRAPH TALKS: https://sidefx.co/2ZE890H