FX

FX

1317 bookmarks
Custom sorting
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
Sven Majerus auf X: „#UnrealEngine5 #VFX Simple MatCap Material MatCaps are material captures that already have static lighting and reflection information applied to them. This makes it possible to apply shading to an unlit object using MatCap Textures https://t.co/NAd5cHGBit“ / X
Sven Majerus auf X: „#UnrealEngine5 #VFX Simple MatCap Material MatCaps are material captures that already have static lighting and reflection information applied to them. This makes it possible to apply shading to an unlit object using MatCap Textures https://t.co/NAd5cHGBit“ / X
MatCaps are material captures that already have static lighting and reflection information applied to them. This makes it possible to apply shading to an unlit object using MatCap Textures — Sven Majerus (@_VoltFX)
·x.com·
Sven Majerus auf X: „#UnrealEngine5 #VFX Simple MatCap Material MatCaps are material captures that already have static lighting and reflection information applied to them. This makes it possible to apply shading to an unlit object using MatCap Textures https://t.co/NAd5cHGBit“ / X
Creating the satisfying 'swoosh' effect in Super Lucky's Tale
Creating the satisfying 'swoosh' effect in Super Lucky's Tale
Hot on the...tail...of the recent Steam launch of Super Lucky's Tale, game dev Michael Voeller shares exactly how he created the game's satisfying "swoosh" effect.
·gamedeveloper.com·
Creating the satisfying 'swoosh' effect in Super Lucky's Tale
Brawl Stars U54 - UI VFX / Animation, OCTOPO VFX Studio
Brawl Stars U54 - UI VFX / Animation, OCTOPO VFX Studio
VFX / Animation for Rank up UI! ㅤ Art Direction - SUPERCELL Art team VFX - Kang Sung-hoon 2D Animation - Jung Jae-hoon ㅤ All right reserved SUPERCELL
·artstation.com·
Brawl Stars U54 - UI VFX / Animation, OCTOPO VFX Studio
Physics-based ground VFX system
Physics-based ground VFX system
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
·artstation.com·
Physics-based ground VFX system