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FX
Principles of Animation- Squash & Stretch : r/gamedev
Elemental Cubes - Study Breakdown
This study came out of a VFX Friday challenge. The idea was to replicate the behavior of natural elements using simple square/cube shapes. The original challenge had a time limit of 1h and on that time I only managed to create the water cube without any of the materials, but that process got me so excited that I ended up spending all my free time on the past week creating the additional four elements. These constraints forced me to focus more on the animation principles behind each element, revisit some old problems, and figure out new solutions for them. Everything on the project was made in Unreal Engine 5.4 This study was a lot of fun, and I hope that with this breakdown I can give some knowledge back to the VFX community and inspire some of you guys to take on a similar challenge!
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Breakdown: Approaches to Realtime Foam Rendering
Check out Meta Meow's recent in-depth breakdown discussing different approaches to creating real-time dynamic foam in a game engine.
Shadertoy
Build shaders, share them, and learn from the best community.
ssstwitter.com_1717060225909.mp4
Sven Majerus auf X: „#UnrealEngine5 #VFX Simple MatCap Material MatCaps are material captures that already have static lighting and reflection information applied to them. This makes it possible to apply shading to an unlit object using MatCap Textures https://t.co/NAd5cHGBit“ / X
MatCaps are material captures that already have static lighting and reflection information applied to them.
This makes it possible to apply shading to an unlit object using MatCap Textures
— Sven Majerus (@_VoltFX)
Volcanic lightning by Francisco Negroni
— soli (@solisolsoli)
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Tutorial: Adding detail to brick or stone objects, Andrew Alexandrov
I want to share with you my technique for creating brick/stone architecture for games.
Download the RU/EN PDF from my Gumroad: https://andrewalexart.gumroad.com/l/gwxtt
twittervid.com_magic_chromatic_0b9fed.mp4
Technical Artist Summit: H2O in H3LL: The Various Forms of Water in 'Diablo IV'
From oceans, rivers and puddles, to ice, snow and fog, water in the open world of Diablo IV's Sanctuary takes many forms and has even more challenges to solve. In this talk, Aaron talks about the pixel and vertex shader techniques employed to...
Fire-VFXConcept
练习
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.
Brawl Stars U54 - UI VFX / Animation, OCTOPO VFX Studio
VFX / Animation for Rank up UI!
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Art Direction - SUPERCELL Art team
VFX - Kang Sung-hoon
2D Animation - Jung Jae-hoon
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All right reserved SUPERCELL
HALCYON ZERO PROJECT: VFX CONCEPT ARTS p.2, Ivan Boyko
''HALCYON ZERO’’ 2D VFX ANIMATION part 2
Different concepts, drafts and vfx animations i made during working on Pahdo Lab’s project ''HALCYON ZERO’’
https://www.halcyon-zero.com
Characters and Environment art done by other artists, my part is only VFX
Used tool Adobe Animate
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