A water splash effect for your character's foot steps, splashing water when each foot strikes the ground. Each foot splash is comprised of three separate eff...
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The Last of Us 2 - Joel pushes Ellie into water Scene Gameplay Walkthrough The Last of Us Part II Full Game No Commentary PlayStation 4 (PS4 Pro), PlayStation 5 (PS5) , XBOX or PC in 1080 HD 60 Fps (2020). TLOU2, TLOU 2
The Last Of Us 2 all bosses, The Last Of Us 2 ending, The Last Of Us 2 showcasing all cutscenes movie edition, The Last Of Us 2 all boss fights, The Last Of Us 2 side missions, The Last Of Us 2 upgrades, The Last Of Us 2 skins, The Last Of Us 2 outfits / costumes, The Last Of Us 2 all characters, The Last Of Us 2 best moments, The Last Of Us 2 final boss and The Last Of Us 2 true ending, The Last Of Us 2 secret ending, The Last Of Us 2 all endings.
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The Last of Us: Part 2 Museum Waterfall, Kristal Nembhard
I was responsible for environmental and cinematic FXs in the flashback museum Level. In this video I show a water mesh I modeled and applied a water shader to. Along with building and forming a series of waterfall FXs. (Core waterfall assets created by Quinn Kazamaki, Wataru Ikeda, and Taylor Duval)
The Last of Us Part 2, Some of FX Works, Wataru Ikeda
Some of FX works on The Last of Us Part 2.
There are including joint work and collaboration.
Especially,
--- About Snow Interaction (snow footprint deformation) ---
Tech Artist -Steven Tang (deformation shader work),
Environment Texture Artist - Joakim Stigsson (texturing of snow surface),
Graphics Programmer - Artem Kovalovs (implementing FX system).
Graphics Programmer - Vincent Marxen (Shader regarding depth writing for parallax mapping).
Also Eben Cook, the lead FX Artist helped and gave great ideas to me.
--- About Beach Wave (Curl Wave) ---
It's collaboration work.
The animation of the wave projections at foreshore, waves crashing against the rocks and nice wet sand representation were created by VFX Artist Quinn Kazamaki.
My contribution is curl wave, splashes and foam ( and churn) related to curl wave. Also Eben Cook, the lead FX Artist helped to improve splash's looks.
Quinn also delivered some waterfall assets for the creek and river!
GPU FX system: Artem Kovalovs and Raymond Popka.
The Last of Us Part II: Flooded City Rapids; Water and splash FX, Natalie Lucht
I was responsible for bringing the water to polish.
Elaine Kubik worked on setting up the water meshes initially for the area where Ellie drives the boat out of the building and down the rapids. The water mesh in the wides were also temp and created by her. I took the mesh in the background and faked some terraces and brought it to polish. The waterfalls I placed is a particle that was made by Quinn Kazamaki, and I hand placed each waterfall in the background. Then I put those waterfalls in it's own render region to turn them off when the boat is far away, or not in view of the camera.
The rapids were initially made by Elaine Kubik as temp, then Taylor Duval edited the water and added algae, churn and foam. I then took the mesh that was made and brought it to polish; I readjusted the vertexes, repainted the foam and churn maps, and baked the new textures. The waterfall and splashes were made by Quinn Kazamaki, and I hand placed the FX on the rapids. The water falls at the end of the rapids were added by Taylor Duval.
Two effects I made to practice water & 2D flipbook animations as that is not something I've done much of in the past. Decided to throw a greek theme ontop of them because I've been playing Hades lately and while researching I came across a mythical creature called Charybdis which I hadn't heard of before but thought the mythos of it was badass:)
Teeth & the trident was made with Blender + 3DCoat. Textures were handpainted in Photoshop. Flipbooks were made with Krita (for the tiling one) & ToonBoom. Shaders & particles made with Unity. The maelstrom uses the stencil buffer to fake depth.
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.
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 | 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.
Vertex Paint Rain Ripples | UE5 BREAKDOWN, Thomas Saint-Gerand
Today I am showing you a rain ripples shader using vertex paint. (sorry for the GIF quality)
I made this tool few months ago wich was fun to do !
It allows you to add a rain ripples effect on any surfaces you want :)
Fountain.
Fountain model and tex - not by me.
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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