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FX

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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
2D VFX Animation Poison Explosion, Yuri Podchasha
2D VFX Animation Poison Explosion, Yuri Podchasha
2d The process of creating the effect of a poisonous explosion. I start by drawing a frame-by-frame animation of the explosion mass, which will be used as the main texture in Unity. After finishing drawing the animation, I finalize the result in After Effects, add blur, glow. After that, I start creating the effect using the particle system on the unity engine, adding flashes and additional particles. The effect was developed specifically for the Dark Tree project. Link to game page:https://store.steampowered.com/app/1482600/Dark_Tree/
·artstation.com·
2D VFX Animation Poison Explosion, Yuri Podchasha
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
GranSaga - Kaito Skill VFX, SeungMin Kang
GranSaga - Kaito Skill VFX, SeungMin Kang
Hello, I'm so happy to share the VFX I worked on while participating in "GranSaga" from 2018 to 2022. This is the ultimate skill VFX used by the 'Kaito' character. I had a lot of fun working on it. I will try to become an artist who grows further by sharing my work.
·artstation.com·
GranSaga - Kaito Skill VFX, SeungMin Kang
Destroy All Humans 2 - Reprobed Environment VFX, Jesse Henning
Destroy All Humans 2 - Reprobed Environment VFX, Jesse Henning
I worked with Plan A and Ruckus Dev in collaboration with the developers of DAH2, Black Forest Games, to help create environmental VFX for water puddles during rain storms. I created materials for the puddles and moving/overflowing water as well as the geyser for the fire hydrant. All particle FX for these were done by fellow and talented VFX Artist Will Jennett. I was also in charge of VFX supervision for multiple cutscenes and Gameplay VFX with a small team of 4 total VFX artists.
·artstation.com·
Destroy All Humans 2 - Reprobed Environment VFX, Jesse Henning
Hot Wheels Rift Rally: Energy Loss Glitch Shader, Brian Hill
Hot Wheels Rift Rally: Energy Loss Glitch Shader, Brian Hill
Another fun VFX / TechArt problem to solve on Hot Wheels Rift Rally - how to show the "simulation" starting to break down as you take damage or loose energy in the game. The particles were created in PopcornFX and then imported into our proprietary game engine (Viper). There I trimmed the rendering of the billboards so they were only visible within the silhouette of the player's car using a stencil buffer. Then I created a few different shaders for the billboards that did a 2D distortion on the image, "punched holes" in the AR car by just drawing the raw video feed from the car's onboard camera on top of it, and drew some circuit patterns over it with various levels of color channel separation.
·artstation.com·
Hot Wheels Rift Rally: Energy Loss Glitch Shader, Brian Hill
Wizard of Oz: Idle Merge - Hammer VFX, Bryan Sharpley
Wizard of Oz: Idle Merge - Hammer VFX, Bryan Sharpley
This is a hammer impact VFX I created for Tiny Rex’s Wizard of Oz: Idle Merge game. The effect was created mostly in blender by creating both procedural shaders and toon shaders. The cloud component was created by animating by a mixture of code and manual animation by yours truly. The dust component is a procedural shader on a disk mesh and the impact component is conventional vector animation in AE.
·artstation.com·
Wizard of Oz: Idle Merge - Hammer VFX, Bryan Sharpley
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
Coloso Niagara Tutorial, Lee Kisong
Coloso Niagara Tutorial, Lee Kisong
Hello, I am Kisong Lee, a VFX artist. I have recently been given a great opportunity to collaborate with Colosso, an online class platform, to open my own class. 안녕하세요, VFX 아티스트 이기송입니다. 이번에 제가 좋은 기회로 온라인 클래스 전문 플랫폼 콜로소와 함께 클래스를 오픈하게 되었습니다. 이펙터를 꿈꾸시는 분, 혹은 이제 막 첫 발을 떼신 이펙터 분이라면 분명 같은 툴, 기능을 사용했음에도 다른 이의 이펙트가 더욱 멋있어보인 적이 있으셨을텐데요, 결국 플레이어의 눈길을 사로 잡는 이펙트를 만들기 위해서는, 테크닉적인 감각 뿐 아니라, ‘아트적인’ 감각도 중요하다고 생각합니다. 이번 클래스에서는 이펙트의 아트적인 표현 등 섬세하고 정교한 이펙트 디자인 요소와, 캐릭터 모션에 맞는 이펙트 연출 디테일까지 배워 고퀄리티 비주얼 이펙트를 구현하는 저만의 노하우를 알려드리고자 하는데요, 더불어 판타지 장르에서 활용할 수 있는 방법들을 캐릭터 스킬 실습을 통해 실무 이펙트 제작 과정을 확인 할 수 있으니 경쟁력있는 이펙터를 꿈꾸시는 분이라면 꼭 만나보시길 추천드립니다! 현재는 얼리버드 기간으로 크게 할인된 금액으로 수강할 수 있으니, 링크를 통해 자세한 내용을 확인해 주세요. 👉 https://bit.ly/3J7EYei
·artstation.com·
Coloso Niagara Tutorial, Lee Kisong
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
LOR - Real Time VFX Compilation2/Enoch飒, Enoch Lee
LOR - Real Time VFX Compilation2/Enoch飒, Enoch Lee
非常高兴能分享我为《符文大地传说》所做的 VFX 工作!这是与 Riot 团队合作的作品。非常感谢 Riot 和 Kudos 为我提供了这么酷工作机会。也非常荣幸能有这个机会与这些极具才华的艺术家们合作,同时也非常感谢 Riot 的 VFX 负责人He Sir/Doris的指导。 I am very happy to share my VFX work for "Legend of Runeterra"! This is a work in collaboration with the Riot team. Thank you Riot and Kudos for providing me with such a cool job opportunity. I am also very honored to have this opportunity to work with these extremely talented artists, and I am very grateful to Riot's VFX director He Sir/Doris for his guidance. Since there are too many artist lists in the collection, you can check the list of corresponding artists in the individual hero video published on the personal homepage, thanks again!
·artstation.com·
LOR - Real Time VFX Compilation2/Enoch飒, Enoch Lee
LoR_DragonmancerNami_LevelUp VFX/Enoch飒, Enoch Lee
LoR_DragonmancerNami_LevelUp VFX/Enoch飒, Enoch Lee
非常高兴能分享我为《符文大地传说》所做的 VFX 工作!这是与 Riot 团队合作的作品。非常感谢 Riot 和 Kudos 为我提供了这么酷工作机会。也非常荣幸能有这个机会与这些极具才华的艺术家们合作,同时也非常感谢 Riot 的 VFX 负责人He Sir/Doris的指导。 I am very happy to share my VFX work for "Legend of Runeterra"! This is a work in collaboration with the Riot team. Thank you Riot and Kudos for providing me with such a cool job opportunity. I am also very honored to have this opportunity to work with these extremely talented artists, and I am very grateful to Riot's VFX director He Sir/Doris for his guidance. HeSir https://www.artstation.com/hesirs Doris https://www.artstation.com/fang92724 Artists: 3D - Eli Chen https://www.artstation.com/jc801212 Stan Huang https://www.artstation.com/stanhuang Alan Lan Animator - Zhihe Ren Rig - Allen Zhang https://www.artstation.com/xianfengzhang9 Concept - Meng Yuan https://www.artstation.com/yuanmeng 再次感谢所有艺术家! Thanks again to all artists!
·artstation.com·
LoR_DragonmancerNami_LevelUp VFX/Enoch飒, Enoch Lee
LoR_Vayne-_LevelUp_VFX/Peitao, Peitao VFX
LoR_Vayne-_LevelUp_VFX/Peitao, Peitao VFX
非常高兴能分享我为《符文大地传说》所做的 VFX 工作!这是与 Riot 团队合作的作品。非常感谢 Riot 和 Kudos 为我提供了这么酷工作机会。 也非常荣幸能有这个机会与这些极具才华的艺术家们合作,同时也非常感谢 Riot 的 VFX 负责人He Sir &Doris的指导。 I am very happy to share my VFX work for Legends of Runeterra! This is a work in collaboration with the Riot team. Thank you Riot and Kudos for providing me with such a cool job opportunity. I am also very honored to have this opportunity to work with these extremely talented artists, and I am very grateful to Riot's VFX director He Sir&Doris for his guidance Art Direction: https://www.artstation.com/hesirs https://www.artstation.com/fang92724 Artists List 3D: https://www.artstation.com/jc801212 https://www.artstation.com/zhs512051917 Rig: Sky Liu Animation: Jane Chen Storyboard: Ned Guo TA: https://www.artstation.com/u2dfc42dd https://www.artstation.com/tangtao
·artstation.com·
LoR_Vayne-_LevelUp_VFX/Peitao, Peitao VFX