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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
VFX researches for "Emeth", a Tactical Game Project we made at school. The protagonist is supposed to be a trickster : sharp and violent, taking possession of his enemies to control them; while the guardian is supposed to be the opposite : slow but tanky. This way we can have 2 differents gameplay styles put together :)
Stylized VFX Feedback (Heal AoE, Shield, Stone Projectiles)
Thank you Fenix! I started to use your feedback to improve the Shield effect. First to answer your question: I use both. Its a sphere mesh with a subtle scrolling texture. And i use a base texture and a kind of a ring texture growing over time. So are you trying to say that its looking to flat? Here’s my secound iteration with a dissolving effect and a visual timer (shine on the top right): Same effect with different background: What i did miss to say: Im aiming to do MOBA effects (L...