eldenring_ref_020001-0440.mp4
FX
eldenring_ref_010001-0250.mp4
Arknights ThrmEX Unreal VFX Sketch, Kim Byeong Jin [ HoldimProvae ]
Thrm-EX from Arknights.
I detonated him to practice the real-time explosion effect.
Maybe he wanted to explode, too.
[2022] Elemental VFX (M+R:SoH), Christiane La
I had the pleasure to work on Mario + Rabbids Sparks of Hope from the beginning and to make RnD.
Elemental powers are given by the "Sparks" .
Meteors ("Skyrains" & "Slimy Swell") were one of the first polish VFX created for the project. I was in charge of creating "Ooze", "Shock", "Water" elements in order to define the VFX art direction of those powers.
What I did:
All VFX shown in the video "Gallery"
Some sources files (textures, meshes, shaders)
Some in-game integration
It's a VFX team effort so I would like to thank Jinni On, Xinwen Mi, Emmanuel Oujoud.
-----------------
MARIO + RABBIDS SPARKS OF HOPE © 2022 Ubisoft Entertainment. All Rights Reserved. Rabbids, Sparks of Hope, Ubisoft and the Ubisoft logo are registered or unregistered trademarks of Ubisoft Entertainment in the U.S. and/or other countries. Nintendo properties are licensed to Ubisoft Entertainment by Nintendo. SUPER MARIO characters © Nintendo. Trademarks are property of their respective owners.
Nintendo Switch is a trademark of Nintendo.
vfx绘画, 京沅
vfx绘画
VFX for Storybook Brawl- 02
Storybook Brawl VFX- 02 I worked on SBB during 2020- 2021. Those are in-dev videos so it can represent unfinished content or placeholder elements. VFX concept, models on the animations, rigging, animations and VFX are made by me.
Ice
刀光练习, Ross Smith
[2022] Dual Slinger Weapon VFX (M+R:SoH), Christiane La
I had the pleasure to work on Mario + Rabbids Sparks of Hope from the beginning and to make RnD.
Crafting VFX for Mario's weapon was really enjoyable!
I decided to go for a blue 'plasma' visual for the vanilla/basic version, as one of the keyword was "high-tech" and to match the color of the weapon.
What I did:
All VFX shown in the video "Gallery"
Some sources files (textures, meshes, shaders)
Setup for the VFX gallery
Some in-game integration
I was in charge of creating the first visuals of "Ooze", "Shock", "Water" elements in order to define the VFX art direction of those powers.
It's a VFX team effort so I would like to thank Jinni On, Mi Xin Wen, Emmanuel Oujoud.
-----------------
MARIO + RABBIDS SPARKS OF HOPE © 2022 Ubisoft Entertainment. All Rights Reserved. Rabbids, Sparks of Hope, Ubisoft and the Ubisoft logo are registered or unregistered trademarks of Ubisoft Entertainment in the U.S. and/or other countries. Nintendo properties are licensed to Ubisoft Entertainment by Nintendo. SUPER MARIO characters © Nintendo. Trademarks are property of their respective owners.
Nintendo Switch is a trademark of Nintendo.
[2022] Stormblade/Hero Sight Technique (M+R:SoH), Christiane La
I had the pleasure to work on Mario + Rabbids Sparks of Hope from the beginning and to make RnD.
Those Techniques (special ability of a character) share the same Game Design rules, but with slight differences.
I decided to go for a smooth and transparent look so the character is not covered or hidden by particles.
-----------------
All VFX shown in the videos "Gallery"
Some sources files (textures, meshes, shaders)
Setup for the VFX gallery
Some in-game integration
It's a VFX team effort so I would like to thank Jinni On, Mi Xin Wen, Emmanuel Oujoud, and special thanks to Isac Amisano.
I didn't make the shader on character.
-----------------
MARIO + RABBIDS SPARKS OF HOPE © 2022 Ubisoft Entertainment. All Rights Reserved. Rabbids, Sparks of Hope, Ubisoft and the Ubisoft logo are registered or unregistered trademarks of Ubisoft Entertainment in the U.S. and/or other countries. Nintendo properties are licensed to Ubisoft Entertainment by Nintendo. SUPER MARIO characters © Nintendo. Trademarks are property of their respective owners.
Nintendo Switch is a trademark of Nintendo.
Buff
Niels' Sketchbook - Real Time VFX
That’s such a cool idea, I might want to borrow this idea to apply for something else at some point!
Mintvis' sketches, professional and personal work - Real Time VFX
Thumbnail: Hi everyone, long time lurker and first time poster here. I recently quit my job as a game art generalist to pursue a career as (freelance) VFX artist. It was a tough choice, but there simply wasn’t enough VFX work to keep me satisfied. I thought I’d share some of my work here, although at this time most of it is professional work. I’m also working hard to fill my portfolio with some more personal work, as I’m not able to use all of my professional work due to NDA’s. Hope you all ...
Make It "Pop"
In the Effects category, I'll be discussing some of the myriad special effects used in games.Additive blending and glare, when overused, can make a game look...
Final version—VFX— Dragon's Rise, Edison ding
This is the final version I made for Dragon's Rise: The Forgotten Realms! Big thanks to Jeanluc Kol for the amazing VFX art concept, it was an amazing journey and I learned a lot, thank you again!
___________________________________________________
Meshs are made in 3Dmax, and textures are drawn with Photoshop!
The complete breakdown you can find it in the challenge post!
https://www.artstation.com/challenges/dragons-rise-the-forgotten-realms/categories/163/submissions/70763
___________________________________________________
https://www.artstation.com/jlkfx
小闪电
摸了几个月最后懒得细化了就酱紫吧
VFX Mizuchi Shield - Dragon's Rise, Darin Aranda
Hi ^__^
Here is the final result of my participation for the Arstation challenge in VFX Art (real-time) category.
___________________________________________________
Special thanks to Jeanluc Kol for having made this stunning concept that has brought out the best in me. ^^
I am also very grateful to all those peope who have helped with their feedback.
_________________________________________
*Made in unreal engine 5.
*All the meses were been made with houdini in order to have more control while I iterated. The only mesh that isn't made in this way is the dragon's head that I modeled in blender.
*The textures made in substance designer and photoshop software.
The complete breakdown you can find it in the challenge post.
https://www.artstation.com/challenges/dragons-rise-the-forgotten-realms/categories/163/submissions/70502
_______
Concept by Jeanuc Kol
https://www.artstation.com/jlkfx
reference.gif
FluidNinja LIVE 1.8 - rivers, landscapes and underwater QUICKRUN 4K
SplineMesh-based simulated Rivers + Landscape Components + Underwater Caustics - See full tutorial: https://youtu.be/watch?v=UBNjhb4J8I0Live 1.7 - 1.8 dedica...
The Last of Us Part 1: Water effects and surfaces, Taylor Duval
Last of Us Part 1 | Bloater Entrance FX, Ethan Webb
I placed the fx for this reveal, the main challenge of which was balancing the density and detail of these fx with the framerate. Thanks of course to the FX team, who made the basis for these spore bursts during Last of Us Part II. Also a big thanks to the tech art team for the optimization effort, here and throughout the game. I really enjoyed the process, balancing the needs and costs of each area, and it was a neat chance to get to work more closely with a few more departments.
Minecraft the Eye of Ender Unreal Engine 5 Fan Art, Nadir Khabibullin
Minecraft with the Unreal Engine 5 graphics? 🤔🤔🤔
Last of Us Part 1 | Outskirts Rainy Environment FX, Ethan Webb
I was responsible for populating a few sections of the outskirts rainy environment, placing and tuning drips, splashes, streams, pouroffs and more! Many thanks to the FX team for setting up each of the myriad of FX used to flesh out a rainy scene. Also thanks to the many hands involved in putting together an environment like this, it was a delight to add my part of this very cool puzzle.
#84 - Ruth Mayer, Phanp
Character OPEN to adopt. More info here: https://www.deviantart.com/phanp/art/Adopt-84-Ruth-Mayer-Auction-OPEN-932599887 /// https://www.furaffinity.net/view/49346306/
Sexy Surface Breach First Look , Keagan Williams
Realtime Splashes for Unreal Engine Games, Visualizations and Cinematics.
0c8ba09a-d79d-4a35-9449-98614f6a5096.gif
Gwent - Ciri Debut, Silver Yuan
Illustration source artist
https://www.artstation.com/artwork/DBWEe
Do you like Ciri? There is nothing to limit Ciri, not even cards. Is n’t it cool?
I hope that her ability to travel through time and space can be reflected in the card debut, so I designed her to jump out of the card in the form of energy, and after a few shuttles, the energy will gather back to the card and make her power sublime , Releasing a dazzling light.
But I admit that as a non-injurious card, the visual strength may be a bit excessive, but, because she is Ciri.
ref_enemy_red_eye_01.gif
firefox_Q4CbW2fP8r.gif
Matthieu Petit auf Twitter
“My modest contribution to "kill team kill" @lovedeathrobots season 3 @2DFX @VFX - Repost”