Create nice and feasible volumetric cloud in Unreal Engine 4 | UE4之制作高端霸气的干冰体积雾 | Asher.GG

FX
Making Blood VFX in Assassin's Creed 3
Francisco Garcia-Obledo shared the way he and his colleagues improved the blood in Assassin's Creed 3 Remastered.
Slow-mo sand sling #offroad #ram #offroad #sand #burnout
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Sand Tires Unlimited slow mo
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Phoenix - Unity
egg 🔥 VFX made for my latest video on connecting your VFX with a game's environment
#realtimevfx #vfx #games #gamedev #visualeffects #gaming #unity #stylized #phoenix #tutorial #mythical
Dynamic Hexagon Shield Effect — Niagara Grid2D, Vitalii Lupul
Dynamic Hexagon Shield Effect — Niagara Grid2D.
I’d like to share Dynamic Hexagon Shield Effect I’m building in Unreal Engine using Niagara Grid2.
The shield reacts instantly to incoming hits (such as bullets).
Blueprint only sends a short ping-pong impulse (1 → 0), and Niagara handles the entire behavior procedurally.
🎯 Goal:
To make each impact feel alive — smoothly appearing, reaching its peak, and fading out — without timers, manual resets, or external logic.
Just a clean, fully procedural system driven by real-time data.
✨ Current Features:
- dynamic response to every hit.
- natural fade-in → hold → fade-out behavior.
- multiple impacts interacting across the surface.
- stable performance even with rapid fire or overlapping hits.
- writes impact data directly into a Render Target, which the material samples to visualize the shield’s dynamic reaction.
This already forms a solid foundation for future effects like shield reactions, energy pulses, shockwaves, heat distortions, decals, and other reactive VFX elements.
Death Stranding | VFX Reference | Waterfall 04
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God of War | VFX Reference | Waterfall 03
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Elden Ring | VFX Reference | Large Waterfall
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Great Sword VFX-(2160p60).webm
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윤창일 Unreal Effect Portfolio
제작 기간 2023 12/1 ~ 2024 4/20사용 프로그램 - PhotoShop, 3Ds Max, Embergen, AfterEffect, Substance Designer, Unreal Engine 5본 이펙트들은 나이아가라 시스템으로 제작되었습니다.
UE5 VFX - Paladin
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UE5 VFX - Dark Lightning Magic
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UE5 VFX - BlueFire
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언리얼5 게임 이펙트 포트폴리오⧸Unreal5 VFX Portfolio(2025)-(1080p30).mp4
Action - Evolution, Alexander Sacher
This project shows how action triggering and card evolution are visualized in Mindbug. Some cards don’t just attack, they can instead activate a powerful ability. To highlight both the choice and the source of the effect, I designed this animation, making sure the player immediately understands when a card is using its special action.
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As always, happy to hear your thoughts and feedback!
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All VFX and shader in this scene were created by me, though only a few are featured in detail here. For a closer look at other effects, check out my additional Mindbug posts. The painted arena background is the work of
https://www.artstation.com/evdg
and several 3D assets in the arena were contributed by
https://www.artstation.com/spyro_k
2XKO | Work | Tuatara
Vancouver-based creative studio focusing on game development and VFX outsourcing for interactive experiences.
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Water Mage Skill VFX, Frank Machiami
This work is a personal practice about water elements. Most of the effects are made with one shader, except for the tentacles and wave effects.
D'lynx: The Twin Shadows | Character Reveal | Avalar: Shadow War, Song Thuan Vu Gia
D'lynx: The Twin Shadows | Character Reveal | Avalar: Shadow War
▶ Download Link
AOS: https://play.google.com/store/apps/details?id=com.avalar.aone.epl.gp&pcampaignid=web_share
IOS: https://apps.apple.com/vn/app/avalar-tam-hi%E1%BB%87p-b%E1%BA%A5t-b%E1%BA%A1i/id6504173866?l=vi
ArtStation - Lightning Blast, Vincent Pollard
Lightning blast I made while working though Ki Song Lee's VFX course. Learned a lot during this one.
Cluster Tactics, Raúl Sánchez Calderón
This practice focuses on explosive tactics, bombarding multiple enemies using different ways to trigger these sequences:
Targeted Sequence: The main character target a group of enemies and launch a missile at each, causing an explosion upon impact at the designated enemy location.
Area Barrage (Radius): Unleash a barrage over a specified radius, raining down explosive devastation across a defined area.
Area Barrage (Linear Direction): Initiate a barrage along a linear trajectory, unleashing explosive attacks over the enemies inside the area.
All the assets required for the effects were created in Houdini and Substance. Rendered in Unreal. The main character and enemies are Paragon Assets from the Marketplace.
Energy Orb VFX, Zoltán Kovács
This Energy Orb VFX is the part of my Energy Shield VFX Sytem made for Unreal. It's available on FAB marketplace (link below).
For this demo I used Ryan Honey's (https://www.artstation.com/raditsys) awesome environment (SciFi Environment - The Orb) from FAB.
Energy Shiel VFX System: https://www.fab.com/listings/f2d8f66d-d20d-4674-baa9-6577cef41b6f
SciFi Environment - The Orb: https://www.fab.com/listings/bcee8d3e-afcf-4511-a458-114b2eb310c7
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