2DFX animation reel | Guillaume DegrooteHere is a compilation of 2D VFX I animated for League of Legends' Arcane season 1.It partially shows the making of ha...
My goal was to add more power, (more "slicyness") sharp shapes and deeper colors.
The main inspiration for the effect was a water slash from Genshin Impact
(see image Genshin Imapct screenshot).
The effect was created with the Particle System Editor and Amplify Shader plugin in Unity.
3D model & animation:
Girl GreatSword AnimSet from wemakethegame
Evironment:
Fantasy Adventure Environment
DingDangGame is a game design company in China which provides professional game design services including Character Animation, Unity/UE4 VFX, Motion Capture, and Transition Animation. DingDangGame will provide you with high-quality services and cost-effective products. If you are interested, then please contact me. Thank you.
DingDangGame is a game design company in China which provides professional game design services including Character Animation, Unity/UE4 VFX, Motion Capture, and Transition Animation. DingDangGame will provide you with high-quality services and cost-effective products. If you are interested, then please contact me. Thank you.
Skin Level Up Cinematics 2023 | Legends of Runeterra, Virtuos
The teams at Sparx* - a Virtuos Studio and Virtuos Xi'an were responsible for the Modeling, Rigging, 2D Asset, Previz-Layout, Animation, VFX, Lighting, and Technical Support behind some of the skin level-up animations in Legends of Runeterra.
Copyright Disclaimer: Certain components of this level-up were produced by Virtuos Games in collaboration with the Legends of Runeterra team. All artworks are intellectual properties of Riot Games, Inc. All rights reserved.
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Line Art Director: Jerome Hereng
Line Art Producer: Phuc Le
CHARACTER
Eric Montanari, T.Son Nguyen, Michal Hoz, Bryan Alcarde, Thuong Nguyen, Lan Ong, Nhung Phan, Thao Phan, Huy Nguyen, Lan Diep, Huyen Nguyen, Tai Quach, Thai Ngo, Thanh Pham, Khai Pham, Truc Tran, Tuan Nguyen, Vinh Bui, Hiep Hoang, Tam Nguyen, Manh Nguyen
ENVIRONMENT
Ron Mayland, Nam Pham, Quan Pham, Trang Hoang, Hiep Thai
MATTE PAINTING
Tan Yongbin, Deng Tong, Ma Yixiong, Wang Yilin, He Fangming, Thinh Pham, Son Nguyen, My Phan, T.Anh Nguyen, Vinh Pham
RIGGING
Mauricio Cuauhtli, Long Nguyen, Phuc Hoang
PREVIZ/LAYOUT
Olivier Berry, Bac Nguyen, Dung Vo, Quan Dong, Ha Truong, Hoa Vu
ANIMATION
Patrice Compagnon, Dung Nguyen, Linh Nguyen, Cong Nguyen
VFX
Jerome Hereng, Linh Do, Ben Boniface, Tuan Dang, Thao Nguyen, Tu Nguyen, Tho Le, Tuan Lay, Phong Duong, Quyen Do, Elsa Hong
LIGHTING
Louis Flores, Ahmad Turki, H.Son Nguyen, Thoa Tran, Hoang Tran, Ngoc Phan, Hung Bui
TECHNICAL SUPPORT
Fernando Castillo, Thuy Nguyen, Quynh Nguyen, Phung La, Ha Tran
PRODUCTION
Phuc Le, Lap Pham, M.Anh Nguyen, Hy Duong, Hanh Lai, Kim Nguyen, Nghiem Mai, Hanh Huynh, Loan Le, Tien Le, Minh Pham, Tam Do, Son Phung, Cao Xiang, Qin Yeqi, Luo Yuanlin
An AMV celebrating the art of Effects 特殊効果 animation.►CREDITS IN PINNED COMMENT // TURN ON SUBS TO SEE CREDITS ONSCREEN❖ SUPPORT ME ON PATREON: https://www....
A database with a lot of VFX and Tech-Art related talks and papers. Talks and conferences can be filtered by Artist/Dev name and/or Topics easily find what you are looking for.
Working on this project was an amazing experience and I’m super grateful to have had the opportunity to work with such an amazing team. This is a few of the fire effects that I worked on for this project.
A water splash effect for your character's foot steps, splashing water when each foot strikes the ground. Each foot splash is comprised of three separate eff...
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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.
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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.
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)
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.
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.