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Godfall VFX
Godfall VFX
We at Tuatara had the pleasure to work alongside Counterplay Games on their newest title, Godfall, for the Playstation 5. My focus on this project was creating optimized, customizable effects for environments, and providing some support and RnD for our VFX team. Check out more VFX work from my team: https://www.artstation.com/tuataragames https://www.artstation.com/phrancisco https://www.artstation.com/gelush https://www.artstation.com/saninmax And also the very talented Level Art, Lighting and Shader artists involved in these scenes: https://www.artstation.com/katherinelopez https://www.artstation.com/n_kobus https://www.artstation.com/tejay https://www.artstation.com/virtualvagabond https://www.artstation.com/gheromo https://www.artstation.com/pixelmasher
·bruno.artstation.com·
Godfall VFX
OMYOG auf Twitter
OMYOG auf Twitter
“Waterfall generation inside Unity 👌🏻 #gamedev #indiedev #madewithunity #HDRP”
·twitter.com·
OMYOG auf Twitter
Stylized Waterfall, Illan 'Nalli' DEUNF
Stylized Waterfall, Illan 'Nalli' DEUNF
Improved my waterfall shader ! I'm really happy with its look and how versatile it is. It is currently used in my graduation school video game project on Unreal Engine 5.
·artstation.com·
Stylized Waterfall, Illan 'Nalli' DEUNF
UE5 Waterfall&Fountain/How to make Geometry Cache become Niagara, 世杰 黄
UE5 Waterfall&Fountain/How to make Geometry Cache become Niagara, 世杰 黄
在ue里面实现好的流水效果是比较难的一件事,这种取巧的方法优势是性能友好,缺点是对不规则的形状不太好弄。 It is quite difficult to achieve good flowing effect in UE. The advantage of this clever method is that it is performance friendly, but the disadvantage is that it is not easy to handle irregular shapes
·artstation.com·
UE5 Waterfall&Fountain/How to make Geometry Cache become Niagara, 世杰 黄
Halo Infinite: Cliffhanger Shaders
Halo Infinite: Cliffhanger Shaders
I'm excited to share the results of my involvement in Halo Infinite Season Three, titled Echoes Within. This is the most recent major content update, which includes a slew of new features like new maps, weapons, and gear. I provided the following assets as part of Sperasoft's collaboration with 343 Industries. One day I was tasked with researching a possibility of creating a volumetric ice shader. My position was regular 3D Artist and did not assume tech art but I've had some basic shader understanding at that moment, though far from advanced level required for this task so I've had to learn a lot on the fly. It was challenging (but fun) and I ended up making two more shaders for this map. Everything shown in this artwork on the art side is made by other team members except the waterfalls, for the frozen lake and icicles my responsibility was only creating the shader to help achieve the required look. After completing these tasks, my duties at work shifted a lot to the Tech Art side and that is, I have to admit, very fun journey. Since then I learned much more about shaders, optimization, rendering pipeline in general, and performance profiling, Big thanks to 343 Industries Tech Art team who answered lots of my questions. (Kurt Diegert, Chiyo Lai, Logan McClure)
·artstation.com·
Halo Infinite: Cliffhanger Shaders
Stylized VFX - Unreal Engine, Matéo Chilla
Stylized VFX - Unreal Engine, Matéo Chilla
Here are some of my first Stylized VFX I've had the opportunity to create thanks to a masterclass at Artside with Théo Droulez. It was really fun to explore this field and learn the process to make game-ready VFX. From the creation of the alphas/sprite sheets to the final VFX. https://www.artstation.com/theo_droulez - I'd like to credit Mingwei Lim for giving me the inspiration for my meteor VFX. Check out his work : https://www.artstation.com/cmzw
·artstation.com·
Stylized VFX - Unreal Engine, Matéo Chilla
VFX sketches 07, Charles Moreira (Guildor)
VFX sketches 07, Charles Moreira (Guildor)
Hello! After a long time with no posts I'm bringing the WIP of a procedural waterfall shader that I'm creating in my spare time. I've started this in UE4, but then I decided to migrate it to UE5, and it's weird how it looks different in both versions. Honestly, I still prefer the results in UE4, but it just need some love! It's not a fluid, it's just a simple mesh with shader that I'm using a combination between of water textures made from pictures I got from CGtextures and used to create manually a tileset using Photoshop and procedural masks generated using the TexCoord. I love this technique! It's not ready (and honestly it may never be), and to convince as a real waterfall I should add some particles, but my challenge (and my fun) here is just to give the impression of waterfall and also create some controllers to generate different variations, like a waterfall of poison or lava using a single mesh.
·artstation.com·
VFX sketches 07, Charles Moreira (Guildor)
The Last of Us: Part 2 Museum Waterfall, Kristal Nembhard
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)
·artstation.com·
The Last of Us: Part 2 Museum Waterfall, Kristal Nembhard
Karma & Jonar - Waterfall FX, Ibrahim Afara
Karma & Jonar - Waterfall FX, Ibrahim Afara
Waterfall effect in Unreal Engine was a true test of my technical and artistic abilities. My passion for water simulations allowed me to craft a waterfall that not only looked cool but also felt alive. One of the main challenges I faced was making the waterfall interactive with collision actors, so it behaves realistically when objects come in contact with it. It was a technical challenge that required a lot of experimentation and tweaking, but in the end, it was all worth it. The final result was a true showcase of the ability to make adjustments and see the results in real-time using Unreal Engine allowed for a seamless and efficient workflow in creating FX.
·artstation.com·
Karma & Jonar - Waterfall FX, Ibrahim Afara
Feedback on Water Stream
Feedback on Water Stream
Hey all! I’m new here and I’ve got to say this website is an amazing resource. I’ve been getting into RT VFX recently (been a game dev for a long time) and have been working a few effects. I was inspired by the recent waterfall Sketch posts and wanted to take a shot at one myself. I’m quite happy with the progress so far, but I feel a little stuck on getting the edges of my water fall to look believable. Here’s the current progress: (EDIT: Updated progress: ) My current gripe ...
·realtimevfx.com·
Feedback on Water Stream
Ghost Recon Breakpoint : Waterfalls, Julie Martinez
Ghost Recon Breakpoint : Waterfalls, Julie Martinez
I worked on the tool that was used to generate all the world's waterfalls, using simulation to get a natural result. I also worked on their integration in the world, as well as the shaders, textures & materials used.
·artstation.com·
Ghost Recon Breakpoint : Waterfalls, Julie Martinez
DEMON'S SOULS - Bolateria waterfall VFX, James Mestemaker
DEMON'S SOULS - Bolateria waterfall VFX, James Mestemaker
DEMON'S SOULS - Boletaria Waterfalls My contributions -Waterfall particles Additional FX support -Vista waterfall models/materials - Urban McLafferty Thanks to everyone on the Bluepoint Games team. -Art Director - Mark Skelton -Environment Lead - Christian de los Santos -Lighting Lead - Michael Kahn-Rose
·artstation.com·
DEMON'S SOULS - Bolateria waterfall VFX, James Mestemaker