FX

FX

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The Last of Us 2 - Joel pushes Ellie into water
The Last of Us 2 - Joel pushes Ellie into water
Subscribe! - https://www.youtube.com/channel/UCdss2sXAPkn8Yb5BePLXQow?sub_confirmation=1 The Last of Us 2 - Joel pushes Ellie into water Scene Gameplay Walkthrough The Last of Us Part II Full Game No Commentary PlayStation 4 (PS4 Pro), PlayStation 5 (PS5) , XBOX or PC in 1080 HD 60 Fps (2020). TLOU2, TLOU 2 The Last Of Us 2 all bosses, The Last Of Us 2 ending, The Last Of Us 2 showcasing all cutscenes movie edition, The Last Of Us 2 all boss fights, The Last Of Us 2 side missions, The Last Of Us 2 upgrades, The Last Of Us 2 skins, The Last Of Us 2 outfits / costumes, The Last Of Us 2 all characters, The Last Of Us 2 best moments, The Last Of Us 2 final boss and The Last Of Us 2 true ending, The Last Of Us 2 secret ending, The Last Of Us 2 all endings. Follow me on Twitter: https://twitter.com/TapTapYT
·youtube.com·
The Last of Us 2 - Joel pushes Ellie into water
MATURE CONTENT | The Last of Us: Part 2 | Blood in Snow and Water, Kirsten England
MATURE CONTENT | The Last of Us: Part 2 | Blood in Snow and Water, Kirsten England
A compilation of some of the blood pools and splatter FX for water and snow done during the production of The Last of Us: Part 2 including asset building, textures, materials, timing and placement. Additional support and shared assets by Naughty Dog FX team. Additional character support by Naughty Dog character team. Systemic support from Naughty Dog programming team.
·artstation.com·
MATURE CONTENT | The Last of Us: Part 2 | Blood in Snow and Water, Kirsten England
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
The Last of Us Part 2, Some of FX Works, Wataru Ikeda
The Last of Us Part 2, Some of FX Works, Wataru Ikeda
Some of FX works on The Last of Us Part 2. There are including joint work and collaboration. Especially, --- About Snow Interaction (snow footprint deformation) --- Tech Artist -Steven Tang (deformation shader work), Environment Texture Artist - Joakim Stigsson (texturing of snow surface), Graphics Programmer - Artem Kovalovs (implementing FX system). Graphics Programmer - Vincent Marxen (Shader regarding depth writing for parallax mapping). Also Eben Cook, the lead FX Artist helped and gave great ideas to me. --- About Beach Wave (Curl Wave) --- It's collaboration work. The animation of the wave projections at foreshore, waves crashing against the rocks and nice wet sand representation were created by VFX Artist Quinn Kazamaki. My contribution is curl wave, splashes and foam ( and churn) related to curl wave. 
Also Eben Cook, the lead FX Artist helped to improve splash's looks. Quinn also delivered some waterfall assets for the creek and river! GPU FX system: Artem Kovalovs and Raymond Popka.
·artstation.com·
The Last of Us Part 2, Some of FX Works, Wataru Ikeda
The Last of Us Part II: Flooded City Rapids; Water and splash FX, Natalie Lucht
The Last of Us Part II: Flooded City Rapids; Water and splash FX, Natalie Lucht
I was responsible for bringing the water to polish. Elaine Kubik worked on setting up the water meshes initially for the area where Ellie drives the boat out of the building and down the rapids. The water mesh in the wides were also temp and created by her. I took the mesh in the background and faked some terraces and brought it to polish. The waterfalls I placed is a particle that was made by Quinn Kazamaki, and I hand placed each waterfall in the background. Then I put those waterfalls in it's own render region to turn them off when the boat is far away, or not in view of the camera. The rapids were initially made by Elaine Kubik as temp, then Taylor Duval edited the water and added algae, churn and foam. I then took the mesh that was made and brought it to polish; I readjusted the vertexes, repainted the foam and churn maps, and baked the new textures. The waterfall and splashes were made by Quinn Kazamaki, and I hand placed the FX on the rapids. The water falls at the end of the rapids were added by Taylor Duval.
·artstation.com·
The Last of Us Part II: Flooded City Rapids; Water and splash FX, Natalie Lucht
Lost Ark Monster Kaishtter Skill FX
Lost Ark Monster Kaishtter Skill FX
Hi. I organized my portfolio while leaving the company. I made all the effects except the character and background. Working on this project, I enjoyed and grew a lot/ Thank you. ™&Copyright ⓒ Smilegate RPG. All Rights Reserved.
·youtube.com·
Lost Ark Monster Kaishtter Skill FX
Inside - An Orb Point of View, Gustavo Fabi
Inside - An Orb Point of View, Gustavo Fabi
A simple project with a fancy and intense touch of sparkle inspired by Elden Ring's general colors and ambiance. Layered alembic meshes from Houdini applied on UE5 shadders and GPU Niagara particles. A special thanks to REBELWAY for amazing lessons on Unreal Materia.
·artstation.com·
Inside - An Orb Point of View, Gustavo Fabi