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Destiny 2: Two Tailed Fox Catalyst VFX, Ben Platnick
Destiny 2: Two Tailed Fox Catalyst VFX, Ben Platnick
I had the pleasure of working on Two-Tailed Fox's Catalyst, "Third Tail", which released as part of Destiny 2: Lightfall. As the name implies, the catalyst adds an additional rocket to the second volley with the Arc damage type, with the unique effect of Jolting any target it damages within the blast radius. I also took this time to polish and redo the original Void and Solar rockets that were part of the original weapon. This was a fun, quick collaboration with Weapon Design, and I hope players have fun making explosions in all the flavors of the Light. Special Thanks: Mark Flieg: Rewards VFX Lead https://www.artstation.com/mfliegjr Vivian Becks: Weapon Design And to everyone else at Bungie who helped support me and contributed to this wonderful world. "Teams are stronger than heroes".
·artstation.com·
Destiny 2: Two Tailed Fox Catalyst VFX, Ben Platnick
RTVFX Frost Star, Illia Khamidulin
RTVFX Frost Star, Illia Khamidulin
My submission for Unreal challenge "Spellar Performance" https://forums.unrealengine.com/t/spellar-performance-frost-star/781657 This version slightly different from my original submission, I've done some changes after some feedback from fellow VFX artsists. Initially I wanted to try some new things in material creation and after few successful results I thought it would be nice to combine them together in smth bigger.
·artstation.com·
RTVFX Frost Star, Illia Khamidulin
Artstation Challenge Dragon's Rise - VFX Art - "Projectile Defense Tadpole", Benjamin ADAM
Artstation Challenge Dragon's Rise - VFX Art - "Projectile Defense Tadpole", Benjamin ADAM
Hey everyone ! I'm very happy to share the first part of my participation for the artstation challenge "Dragon's Rise, The Forgotten Realms" in the VFX category. This is a defensive spell for the cosmic lava dragon launching a "missile tadpole" which will absorb an enemy projectile into a bubble.
·artstation.com·
Artstation Challenge Dragon's Rise - VFX Art - "Projectile Defense Tadpole", Benjamin ADAM
Power Players - 2D FX Design, Benjamin ADAM
Power Players - 2D FX Design, Benjamin ADAM
A selection of my FX work for the Power Players TV Show from Jeremy ZAG ! Directed by Tarik HAMDINE Take a look at the Power Players Official Youtube Channel here : https://www.youtube.com/channel/UCf4Mew67VcN7WJhrIvFmC5w
·artstation.com·
Power Players - 2D FX Design, Benjamin ADAM
Stylized VFX - Unreal Engine, Matéo Chilla
Stylized VFX - Unreal Engine, Matéo Chilla
Here are some of my first Stylized VFX I've had the opportunity to create thanks to a masterclass at Artside with Théo Droulez. It was really fun to explore this field and learn the process to make game-ready VFX. From the creation of the alphas/sprite sheets to the final VFX. https://www.artstation.com/theo_droulez - I'd like to credit Mingwei Lim for giving me the inspiration for my meteor VFX. Check out his work : https://www.artstation.com/cmzw
·artstation.com·
Stylized VFX - Unreal Engine, Matéo Chilla
VFX sketches 07, Charles Moreira (Guildor)
VFX sketches 07, Charles Moreira (Guildor)
Hello! After a long time with no posts I'm bringing the WIP of a procedural waterfall shader that I'm creating in my spare time. I've started this in UE4, but then I decided to migrate it to UE5, and it's weird how it looks different in both versions. Honestly, I still prefer the results in UE4, but it just need some love! It's not a fluid, it's just a simple mesh with shader that I'm using a combination between of water textures made from pictures I got from CGtextures and used to create manually a tileset using Photoshop and procedural masks generated using the TexCoord. I love this technique! It's not ready (and honestly it may never be), and to convince as a real waterfall I should add some particles, but my challenge (and my fun) here is just to give the impression of waterfall and also create some controllers to generate different variations, like a waterfall of poison or lava using a single mesh.
·artstation.com·
VFX sketches 07, Charles Moreira (Guildor)
DIABLO IMMORTAL Launch trailer - FX and PROPS design, Marco Dotti
DIABLO IMMORTAL Launch trailer - FX and PROPS design, Marco Dotti
I'm really happy to share the work i did in 2021, for the launch trailer of Diablo Immortal, thanks to the amazing team of AXIS STUDIOS and Blizzard! I was mainly involved in FX and props, the character concepts I borrowed were made by Bjorn Hurri, which is always an inspiration, along with everyone involved in this project. Congrats to the fantastic crew! Director: Sava Zivkovic Executive Producer: Laura Yeo Producer: Calum Hart Art Director: Gareth Hector Full credits and info on AXIS website: https://axisstudiosgroup.com/work/diablo-immortal/
·artstation.com·
DIABLO IMMORTAL Launch trailer - FX and PROPS design, Marco Dotti
Lost Ark SoulMaster Skill FX, Lee Kisong
Lost Ark SoulMaster Skill FX, Lee Kisong
Hi. I organized my portfolio while leaving the company. I made all the effects except the character and background. Working on this project, I enjoyed and grew a lot/ Thank you. ™&Copyright ⓒ Smilegate RPG. All Rights Reserved.
·artstation.com·
Lost Ark SoulMaster Skill FX, Lee Kisong
Demon's Souls - Icons - Souls, Spells, Grass, Adam Rehmann
Demon's Souls - Icons - Souls, Spells, Grass, Adam Rehmann
Here is a sampling of some of the icons I created for Demon's Souls. As always, there was a focus on legibility and easy identification - particularly for the spells and healing grass. For the grass we wanted to visually express the maturation stages that each of the types of grass represented. For the spells, we really focused on clarity and introduced a page/scroll backdrop to help players quickly identify whether they were looking at a magic spell or a miracle. Soul icons were a challenge all of their own - we wanted them to have a feeling of movement and life, as well as express the nature of the creature they originated from. Art Director: https://www.artstation.com/madmanmark
·artstation.com·
Demon's Souls - Icons - Souls, Spells, Grass, Adam Rehmann
쿠파 유니티이펙트 취업 클래스 실제강의 캐주얼 검기 효과 맛보기
쿠파 유니티이펙트 취업 클래스 실제강의 캐주얼 검기 효과 맛보기
유니티를 활용한 취업이펙트 클래스(앰플리파이/쉐이더그래프 적극활용) 강의정보 : https://gamefx.co.kr/bbs/board.php?bo_table=Edu_01&wr_id=29 카카오톡 상담/문의 : https://open.kakao.com/o/sYYUrRjd 이펙트 전용 단톡방 https://open.kakao.com/o/gp6z6Is 참여코드받는곳(댓글신청) https://cafe.naver.com/unrealfx/13510 네이버 게임이펙트정보 카페링크 https://cafe.naver.com/unrealfx 게임이펙트정보 커뮤니티 https://gamefx.co.kr #유니티이펙트#게임이펙트#쿠파FX
·youtube.com·
쿠파 유니티이펙트 취업 클래스 실제강의 캐주얼 검기 효과 맛보기
Unity VFX - Wave, Water_Shock_Wave
Unity VFX - Wave, Water_Shock_Wave
유니티를 활용한 취업이펙트 클래스(앰플리파이/쉐이더그래프 적극활용) 강의정보 : https://gamefx.co.kr/bbs/board.php?bo_table=Edu_01&wr_id=29 카카오톡 상담/문의 : https://open.kakao.com/o/sYYUrRjd 이펙트 전용 단톡방 https://open.kakao.com/o/gp6z6Is 참여코드받는곳(댓글신청) https://cafe.naver.com/unrealfx/13510 네이버 게임이펙트정보 카페링크 https://cafe.naver.com/unrealfx 게임이펙트정보 커뮤니티 https://gamefx.co.kr #유니티이펙트#게임이펙트#쿠파FX
·youtube.com·
Unity VFX - Wave, Water_Shock_Wave