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Elemental Cubes - Study Breakdown
Elemental Cubes - Study Breakdown
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!
·artstation.com·
Elemental Cubes - Study Breakdown
VFX Design, arthur gaubert
VFX Design, arthur gaubert
School assignment (Artside Game Art School). It was my first time doing concept for fx and I Loved it Special thanks to Leandre Teko https://www.artstation.com/djasko for this week and for the feedbacks I do not own the chara design, it's Leandre's. As for the map, I was inspired by League.
·artstation.com·
VFX Design, arthur gaubert
Kill_Zap. , Leonardo Guzmán
Kill_Zap. , Leonardo Guzmán
My first Unreal engine real time effect. A big thanks to the VFX Apprentice community and teachers for the feedback and some of the resources used in this effect. I am not switching completely from illustration, but my dream has always been to work in some games. I hope my drawing and this new passion can get us there!
·artstation.com·
Kill_Zap. , Leonardo Guzmán
[2022] Dual Slinger Weapon VFX (M+R:SoH), Christiane La
[2022] Dual Slinger Weapon VFX (M+R:SoH), Christiane La
I had the pleasure to work on Mario + Rabbids Sparks of Hope from the beginning and to make RnD. Crafting VFX for Mario's weapon was really enjoyable! I decided to go for a blue 'plasma' visual for the vanilla/basic version, as one of the keyword was "high-tech" and to match the color of the weapon. What I did: All VFX shown in the video "Gallery" Some sources files (textures, meshes, shaders) Setup for the VFX gallery Some in-game integration I was in charge of creating the first visuals of "Ooze", "Shock", "Water" elements in order to define the VFX art direction of those powers. It's a VFX team effort so I would like to thank Jinni On, Mi Xin Wen, Emmanuel Oujoud. ----------------- MARIO + RABBIDS SPARKS OF HOPE © 2022 Ubisoft Entertainment. All Rights Reserved. Rabbids, Sparks of Hope, Ubisoft and the Ubisoft logo are registered or unregistered trademarks of Ubisoft Entertainment in the U.S. and/or other countries. Nintendo properties are licensed to Ubisoft Entertainment by Nintendo. SUPER MARIO characters © Nintendo. Trademarks are property of their respective owners. Nintendo Switch is a trademark of Nintendo.
·artstation.com·
[2022] Dual Slinger Weapon VFX (M+R:SoH), Christiane La
Thomas @ Stylized Station auf Twitter
Thomas @ Stylized Station auf Twitter
Demon Slayer - The Hinokami Chronicles has some seriously insane 3D #VFX work. I spent hours last night watching this sequence frame-by-frame to see how it's done. Mostly done in @UnrealEngine according to the game's wiki. Possible breakdown in the future? #gamedev #ue4 https://t.co/cJhZ7wDRVh
·twitter.com·
Thomas @ Stylized Station auf Twitter