FX

FX

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Creating the satisfying 'swoosh' effect in Super Lucky's Tale
Creating the satisfying 'swoosh' effect in Super Lucky's Tale
Hot on the...tail...of the recent Steam launch of Super Lucky's Tale, game dev Michael Voeller shares exactly how he created the game's satisfying "swoosh" effect.
·gamedeveloper.com·
Creating the satisfying 'swoosh' effect in Super Lucky's Tale
Brawl Stars U54 - UI VFX / Animation, OCTOPO VFX Studio
Brawl Stars U54 - UI VFX / Animation, OCTOPO VFX Studio
VFX / Animation for Rank up UI! ㅤ Art Direction - SUPERCELL Art team VFX - Kang Sung-hoon 2D Animation - Jung Jae-hoon ㅤ All right reserved SUPERCELL
·artstation.com·
Brawl Stars U54 - UI VFX / Animation, OCTOPO VFX Studio
Physics-based ground VFX system
Physics-based ground VFX system
I've made this physics based ground VFX system in Unreal Engine for an AA Off-Road Game. The system use physic parameters to drive the Particle (Niagara) system. It handles: - Tire radius and width - Rotation speed (RPM) and direction - Vehicle velocity - Longitudinal and lateral tire force for spinning and skidding - Surface type - Ground stickiness - Ground color - stone rate - fluid surface deepness - fluid dirtiness
·artstation.com·
Physics-based ground VFX system
Mortal Kombat 11: A Bloody Production Talk | Matt Battaglia | SIGGRAPH 2019
Mortal Kombat 11: A Bloody Production Talk | Matt Battaglia | SIGGRAPH 2019
Dive into the techniques and production lessons learned during the development of Mortal Kombat 11 with Houdini. We will focus on our geometry cache pipeline which allowed us to leverage Houdini’s fluid simulation tools to drive our unique cinematic blood effects. As a studio new to Houdini, we will give a behind the scenes look at some of our assets and share a little bit of the wisdom we’ve gained while ramping up on Houdini over a two year development cycle. Matt Battaglia is the Technical Art Lead at NetherRealm Studios. With over 14 years of professional experience, Matt has a background in AAA game development, feature film, and teaching. He enjoys developing asset pipelines and pushing the boundaries of what is possible in real time rendering and visual effects. While not chipping away at his ever growing list of research projects or new software to learn, he enjoys tackling home improvement projects and attempting to entertain his wife and daughter with bad dad jokes. MORE HOUDINI HIVE SIGGRAPH TALKS: https://sidefx.co/2ZE890H
·youtube.com·
Mortal Kombat 11: A Bloody Production Talk | Matt Battaglia | SIGGRAPH 2019
Growing Roots with WPO
Growing Roots with WPO
This week we have a look at how to use World Position Offset in our shader to create a growing roots effect. Don't forget the January Sale on Gumroad!JANSAL...
·youtube.com·
Growing Roots with WPO
Water Surface Ripples - Advanced Materials - Episode 37
Water Surface Ripples - Advanced Materials - Episode 37
In this shader tutorial for Unreal and Unity, I show how to add surface ripples to our water shader. I also show several techniques for optimizing the shader...
·youtube.com·
Water Surface Ripples - Advanced Materials - Episode 37
The Last of Us: Part I...Trim Pipeline, Matthew Trevelyan Johns
The Last of Us: Part I...Trim Pipeline, Matthew Trevelyan Johns
Trim pipeline --- The trim pipeline was probably the thing I pushed the most during the production of TLOU: Part I. I hoped that the use of baked-bevel-trims might help us to reduce the amount of uniquely baked props as well as other existing trims that didn't follow a shared layout. Our texture memory is always stretched thin in our TLOU games and so this was my effort to combat this. The goal was to create a trim layout that could be shared by the team, a functional replacement pipeline for the many uniquely baked 1-to-1 assets and to document and provide resources like substance designer templates, example assets and tutorials that would help to encourage adoption by the team. --- This work began over 3 years ago and this particular layout was the first of what would become three different layouts (others created to handle assets of different sizes and styles). One of which was presented by Ali Ghadami and Edgar Martinez and further integrated into our pipeline. Since the release of TLOU: Part I we've continued to build on this pipeline and as such, this particular layout and method has since evolved so that what you see here, no longer represents our workflows. However, it's development for TLOU: Part I laid an important brick in a foundation that we, as a team have continued to build upon. --- I'm very proud of the trim work, I pursued it's development and the creation of the Houdini tool for around a year during pre-production, finally landing upon a solid workflow with accompanying tool and thorough documentation. I'd also like to mention that this method is by no means new, rather it's quite an old technique. I first used a very similar method and automatic trimming tool, way back on 'The Lego Movie Videogame' (2014). The workflow and tools to support it on that game were developed by an incredibly talented technical artist called Neil Dorrington and i'm sure the methods were probably used on games prior to that too :-) --- This has been my third Naughty Dog title and it has been an incredible experience and as always, it takes a monumental team effort in order to make such amazing games. Without the hard work and dedication of the entire team, across all departments, none of this would be possible. Please do check out all of the posts from the other incredible Naughty Dog artists! --- Please enjoy this small gallery and stay tuned for more very soon! ---
·artstation.com·
The Last of Us: Part I...Trim Pipeline, Matthew Trevelyan Johns
THE BOOK OF SUBSTANCE DESIGNER - PIXEL PROCESSOR, Andrei Zelenco
THE BOOK OF SUBSTANCE DESIGNER - PIXEL PROCESSOR, Andrei Zelenco
This is the first part of a "book" in which I try to gather the basic concepts of the Pixel Processor node. This part covers basic but very important concepts. These are the building blocks that allow us to create complex and powerful nodes in Substance Designer. The examples start from simple to more advanced by gradually increasing the complexity of the topic. The PDF document can be downloaded with this link: https://drive.google.com/drive/folders/15icIdDfqHS_F2EWB6bX0gvbYwMga70D5?usp=drive_link
THE BOOK OF SUBSTANCE DESIGNER - PIXEL PROCESSOR
·artstation.com·
THE BOOK OF SUBSTANCE DESIGNER - PIXEL PROCESSOR, Andrei Zelenco