A weapon FX and SFX library starting with 93 impact particles (small/med/large impact FX for 31 materials) with more to come. There are also ricochet FX, destruction fragment FX and a grenade launcher with shrapnel.
Player VFX - Scrapped Away - Realtime VFX, Maxime Le Chesne
I created the VFX for the player character in the game Scrapped Away.
I use Substance Designer to create the textures, Maya for the 3D mesh, and Unreal Engine 5 to create the VFX using material shaders, Niagara particle systems, and Blueprint scripts.
I made all the VFX, Shader, HUD, Texturing and Charaters.
The Rigging, Animation, Environment and Props were not done by me.
Scrapped Away is a boss fight video game creation project made by eight people and conducted as part of our final year of master's studies in Nantes, France. The game will be playable on itch.io in August 2023.
inspired by snk pixel art vfx, used in games like metal slug series, garou mark of the wolves and etc. , Arif experimented on replicating the stylized explos...
I decided to make it a series and try to practice creating FX for every element :v trying out the invert colour flash for the first time as well. Most likely going for earth/rock next.
Thanks for viewing!
VFX - Divine Roar + Effect Breakdown, Tanguy De Sousa
Here is the full post, including the Effect Breakdown: https://www.artstation.com/challenges/medieval-back-and-forth/categories/177/submissions/78670
Divine Roar is the effect I made in UE5 for my submission to the 11th Artstation Challenge: 'Medieval: Back and Forth' VFX Art real-time category.
Based on the stunning concept of Benjamin ADAM:
https://www.artstation.com/challenges/medieval-back-and-forth/categories/172/submissions/74106
Attempting to replicate Ruined King's stylized FX. Based around a staff-wielding character, Sobek, Egyptian God of the Nile, so leaned into the water magic influence heavily. Apart from the main three FX (defense, projectile, hit), also went with some build up and settle visual steps in order to help the animator visualize (if an animator was going to do so). Took me around 3 days. (This is technically still a WIP!)
Here are some concept paintings/sketches I did for Cosmic Void in 10.1 along with how the actual assets turned out. It was fun trying to figure out what a new iteration of Void would look like and give it a character. Hope yall enjoy. : )
The firebomb effect, with cast, projectile shooting and target impact parts. During the process of development we experimented a lot with different shaders, projectiles and impact variations, until we found the right balance and dynamics for firebomb attack effect.