This is a melee weapon "Duan Lang"of the "Lost Light" project, and the theme is water element, and I am honored to be responsible for its VFX asset creation. It was a fun one, hope players feel like using these !
The project uses NetEase Messiah Engine.
【The final artwork is subject to what will be showcased officially】
【Thanks to the "Lost Light" Art team】
Art Director:https://www.artstation.com/bowie77
Commercial pipeline Lead Artist:https://www.artstation.com/yiyin11
Art Supervisor:https://www.artstation.com/rongzhen
https://www.artstation.com/yulongh4
Senior Art Director:https://www.artstation.com/sss
3D Character Artist/Art Supervisor:https://www.artstation.com/moudaoxin
3D Animatrice Arist:https://www.artstation.com/yszawx
3D Character Artist:https://www.artstation.com/xuke123
https://www.artstation.com/yuxiaooo
Hard Surface\Weapon Artist:https://www.artstation.com/nutmegu
https://www.artstation.com/hustleeveryday
Another personal project.
This time I was inspired by the game forspoken Cataract spell which mix water and ice elements together creating a very interesting effect.
So I wanted to make it to look like it belongs as a ultimate from a ARPG boss or character.
Rainfall on window material I created for the indie project 'Ultraren'. Used for the windows inside of a bomber plane that's travelling inside of a storm.
Material Blueprint: https://blueprintue.com/blueprint/r3dih8w0/
Wukong Spinning Staff Water Effect | Unreal Engine Niagara I created a spinning staff water effect for Wukong using Niagara in Unreal Engine. 🔹 Emitters in the system: Trail behind the staff – Implemented using a Ribbon Renderer, carefully tuned for smooth motion with a slight blur effect, utilizing UV Tiling settings. Additional Ribbon – A secondary ribbon using a Masked shader with Dithering, allowing for powerful splash of water that creates the effect of water being thrown back as you spin the staff. Water splashes – Created in Liquid Gen and rendered as an 8x8 flipbook. Used a Masked shader with Dithering to prevent overdraw and achieve smooth sprite fading. Would love to hear your feedback! 🚀
一些我為Apeiron設計的技能, 還有更多因為未公開所以不能發出來, 我排版非常亂哈哈
Here are some skills I designed for Apeiron, and there are more that I can't share yet because they are not public. My layout is very messy haha
Here is my dynamic liquid system inspired by the amazing Half Life Alyx bottle shader.
it's a ray marched liquid based on the bottle mesh volume, affected by the movement of the bottle plus 3 layer of waves.
I made a breakable object from this bottle to create a fun splash action.
Hope you like it !
This study came out of a VFX Friday challenge. The idea was to replicate the behavior of natural elements using simple square/cube shapes. The original challenge had a time limit of 1h and on that time I only managed to create the water cube without any of the materials, but that process got me so excited that I ended up spending all my free time on the past week creating the additional four elements. These constraints forced me to focus more on the animation principles behind each element, revisit some old problems, and figure out new solutions for them. Everything on the project was made in Unreal Engine 5.4 This study was a lot of fun, and I hope that with this breakdown I can give some knowledge back to the VFX community and inspire some of you guys to take on a similar challenge!
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...
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