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Terra Nil VFX, Yuri Podchasha
Terra Nil VFX, Yuri Podchasha
Hooray! The game trailer is finally out for which I drew water, smoke and some fire. I have never had to draw so much water, but I did it. Very happy about it. It was great to work with such cool guys from the Lucan studio team. You are amazing! And of course don't forget to download the game! I already went through 2 biomes. https://store.steampowered.com/app/1593030/Terra_Nil/
·artstation.com·
Terra Nil VFX, Yuri Podchasha
Freelance VFX Work, Yasmany Batista
Freelance VFX Work, Yasmany Batista
Here is some freelance VFX work I've made in the past months I mostly made smaller gameplay and environmental fx I used Unreal Engine 4.27 and 5.1 I also used Houdini to create some of the smoke effects with flipbooks. I may update this in the future if I find a better way to showcase other more context sensitive FX.
·artstation.com·
Freelance VFX Work, Yasmany Batista
Unity VFX - Wave, Water_Shock_Wave
Unity VFX - Wave, Water_Shock_Wave
유니티를 활용한 취업이펙트 클래스(앰플리파이/쉐이더그래프 적극활용) 강의정보 : https://gamefx.co.kr/bbs/board.php?bo_table=Edu_01&wr_id=29 카카오톡 상담/문의 : https://open.kakao.com/o/sYYUrRjd 이펙트 전용 단톡방 https://open.kakao.com/o/gp6z6Is 참여코드받는곳(댓글신청) https://cafe.naver.com/unrealfx/13510 네이버 게임이펙트정보 카페링크 https://cafe.naver.com/unrealfx 게임이펙트정보 커뮤니티 https://gamefx.co.kr #유니티이펙트#게임이펙트#쿠파FX
·youtube.com·
Unity VFX - Wave, Water_Shock_Wave
Stylized Maelstrom [Realtime VFX], Alfred Jäärf
Stylized Maelstrom [Realtime VFX], Alfred Jäärf
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.
·artstation.com·
Stylized Maelstrom [Realtime VFX], Alfred Jäärf
[2022] Elemental VFX (M+R:SoH), Christiane La
[2022] Elemental 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. Elemental powers are given by the "Sparks" . Meteors ("Skyrains" & "Slimy Swell") were one of the first polish VFX created for the project. I was in charge of creating "Ooze", "Shock", "Water" elements in order to define the VFX art direction of those powers. What I did: All VFX shown in the video "Gallery" Some sources files (textures, meshes, shaders) Some in-game integration It's a VFX team effort so I would like to thank Jinni On, Xinwen Mi, 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] Elemental VFX (M+R:SoH), Christiane La
VFX for Storybook Brawl- 02
VFX for Storybook Brawl- 02
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.
·artstation.com·
VFX for Storybook Brawl- 02
VFX Mizuchi Shield - Dragon's Rise, Darin Aranda
VFX Mizuchi Shield - Dragon's Rise, Darin Aranda
Hi ^__^ Here is the final result of my participation for the Arstation challenge in VFX Art (real-time) category. ___________________________________________________ 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. _________________________________________ *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 _______ Concept by Jeanuc Kol https://www.artstation.com/jlkfx
·artstation.com·
VFX Mizuchi Shield - Dragon's Rise, Darin Aranda