I wanted to really make something with ice this time and I wanted to make something that might be useable as an ultimate ability. That would freeze the area and then explode and deal damage. I got a lot of help from a lot of wonderful vfx artists to make this happen. I'm really proud of it and all the progress I've achieved thus far!
This is not official content. This is a champion's debut design after the card is played. After the player chooses Kayn's upgrade branch, there will be different animations. Each design is derived from the Kayn concept in LOL. The first two videos are the complete game process (select cards, play cards, choose red or blue Kayn, and Kayn is played). The last two videos and Gif are the main animation part, which removes the previous lengthy process. Red design: The darkin scythe cuts the card to release Kayn's inner darkin. It can also be designed as a sickle inserted into the card, or through some energy tentacles to choke the card and transmit energy to achieve the purpose of awakening the darkin. Blue design: The scythe should fly to the destination, and then the blue Kayn flies over like a ghost, reflecting the mobility and elusive charm of the blue kayn. In terms of time, Blue's animation event is about 40 frames (less than 1.5 seconds), and Red's time is close to 60 frames (about 2 seconds) I admit that it takes a long time to express some ideas, but it is at least less than the time for champions to upgrade Champion upgrade time>Champion played time>Other skills. Just a fun Art, Just have fun. Finally, there is a cool idea played by Aatrox. hahahaha!
I was impressed by the fantastic shaders in Genshin Impact and decided to study the NPR (Non-Photorealistic Rendering) technique. While studying, the following two posts have been very helpful. My post introduces a variety of functions that I have researched. ============================================================================== Ben Ayers Blender Shader https://www.artstation.com/blogs/bjayers/9oOD/blender-npr-recreating-the-genshin-impact-shader Adrian Mendez Unity URP Shader https://www.artstation.com/artwork/wJZ4Gg The modeling and textures of the posts use the modeling that is officially distributed, and you can directly download it from the website below. I used it for educational purposes. https://ys.biligame.com/gczj/ Thanks for watching !
Hello again, I decided to return to my favorite effects - stylized trails. This time I made dark magical trails as well as light magical trail. Im trying to understand more about color theory to get the effects to look even better. The background and some objects are taken from the marketplace. Each trail has 5 main parts: additional color, smoke trace, basic color, trail head, particles.
You can also see more trails in my profile. I hope you enjoyed it, Bye!
Link to the used materials - https://ssecretplayerr.gumroad.com/l/yztrh
Unreal Engine Material - FFT Ocean Flipbook, Ghislain GIRARDOT
Finally, here's a breakdown of the technique I used to create the water in my old 'Tropical Diorama' UE project. It got a few improvements since then :) Hope you'll find the video useful! Files are available as a Tier 1 reward on my Patreon: https://www.patreon.com/GhislainGir
In this tutorial video for Unreal and Unity, we learn about iridescence and what causes it. Then we use those principles to create a realistic soap bubble sh...
Hello! Just got the idea to make a tornado like this! It didn't take long and now the idea is done. I did it for nothing, but I liked the result and decided to post it The model was made with Houdini. You can see other tornado effects in my profile
Good luck to everyone and see you soon!
Spatial Rupture, this effect was created as part of my journey to learning Real-Time VFX for Games.
Created in UE 4.27 using Niagara.
Noises were made in Substance 3D Designer, some masks were made in After Effects and Photoshop.
Destiny 2: Lightfall: Weapon VFX Updates, Ben Platnick
I had the pleasure of redoing/polishing a couple of existing VFX suites in Destiny 2: Lightfall, along with creating brand new VFX for Stasis Grenade Launchers and Swords.
Special Thanks:
Mark Flieg: Rewards VFX Lead
Destiny 2: Two Tailed Fox Catalyst VFX, Ben Platnick
I had the pleasure of working on Two-Tailed Fox's Catalyst, "Third Tail", which released as part of Destiny 2: Lightfall. As the name implies, the catalyst adds an additional rocket to the second volley with the Arc damage type, with the unique effect of Jolting any target it damages within the blast radius. I also took this time to polish and redo the original Void and Solar rockets that were part of the original weapon.
This was a fun, quick collaboration with Weapon Design, and I hope players have fun making explosions in all the flavors of the Light.
Special Thanks:
Mark Flieg: Rewards VFX Lead
https://www.artstation.com/mfliegjr
Vivian Becks: Weapon Design
And to everyone else at Bungie who helped support me and contributed to this wonderful world. "Teams are stronger than heroes".
My submission for Unreal challenge "Spellar Performance"
https://forums.unrealengine.com/t/spellar-performance-frost-star/781657
This version slightly different from my original submission, I've done some changes after some feedback from fellow VFX artsists.
Initially I wanted to try some new things in material creation and after few successful results I thought it would be nice to combine them together in smth bigger.
Flamethrower attack [Malignant game project], SsecretPlayerr Alex
Hello again! Another effect for the game project Malignant. This time I got the task of creating a flamethrower attack for the mutant. Flipbook of fire and smoke made in houdini. Malignant project info - https://www.artstation.com/artwork/4Xnb5n
UE4 VFX For Games - How to create blood textures, shaders and particles!
In this tutorial, we'll cover how to paint realistic viscous blood, create the shaders for it and set it all up in a nice particle system! To find out more a...
My entry for The Great Transmutator challenge from RealtimeVfx!https://realtimevfx.com/c/Events/competition-the-great-transmutatorPrizes announcement update ...
Artstation Challenge Dragon's Rise - VFX Art - "Projectile Defense Tadpole", Benjamin ADAM
Hey everyone ! I'm very happy to share the first part of my participation for the artstation challenge "Dragon's Rise, The Forgotten Realms" in the VFX category.
This is a defensive spell for the cosmic lava dragon launching a "missile tadpole" which will absorb an enemy projectile into a bubble.