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.
A selection of my FX work for the Power Players TV Show from Jeremy ZAG !
Directed by Tarik HAMDINE
Take a look at the Power Players Official Youtube Channel here :
https://www.youtube.com/channel/UCf4Mew67VcN7WJhrIvFmC5w
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
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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
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.
DIABLO IMMORTAL Launch trailer - FX and PROPS design, Marco Dotti
I'm really happy to share the work i did in 2021, for the launch trailer of Diablo Immortal, thanks to the amazing team of AXIS STUDIOS and Blizzard!
I was mainly involved in FX and props, the character concepts I borrowed were made by Bjorn Hurri, which is always an inspiration, along with everyone involved in this project. Congrats to the fantastic crew!
Director: Sava Zivkovic
Executive Producer: Laura Yeo
Producer: Calum Hart
Art Director: Gareth Hector
Full credits and info on AXIS website:
https://axisstudiosgroup.com/work/diablo-immortal/