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Physics-based ground VFX system
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
·artstation.com·
Physics-based ground VFX system
VFX Design, arthur gaubert
VFX Design, arthur gaubert
School assignment (Artside Game Art School). It was my first time doing concept for fx and I Loved it Special thanks to Leandre Teko https://www.artstation.com/djasko for this week and for the feedbacks I do not own the chara design, it's Leandre's. As for the map, I was inspired by League.
·artstation.com·
VFX Design, arthur gaubert
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
VFX/Tech-Art Reel 2020, Richard A. Lopez
VFX/Tech-Art Reel 2020, Richard A. Lopez
Collection of work from my last two projects including a personal project made in UE4. Call of Duty Modern Warfare - Various environmental/gameplay fx The Walking Dead: Saints & Sinners Made content for VR in the form of: - Eye Shader - Artist friendly Godray Blueprint - Hair Shader Forest Fire: - Authored all fx in UE4 with Cascade Forest environment by NatureManufacture
·artstation.com·
VFX/Tech-Art Reel 2020, Richard A. Lopez
Marsupilami: Hoobadventure - VFX Marsupilami, Ocellus - SERVICES
Marsupilami: Hoobadventure - VFX Marsupilami, Ocellus - SERVICES
Art directors and Art Leads : Antonin Jury and Nicolas Duboc -- Concept Art : Guillaume Normand VFX & Shaders : Emmanuel Blanc & WeiXuan Lin https://www.artstation.com/antoninjury https://www.artstation.com/nicolasduboc https://www.artstation.com/gnormand https://www.artstation.com/blancemmanuel https://www.artstation.com/dingku ©️ Microid / Dupuis
·artstation.com·
Marsupilami: Hoobadventure - VFX Marsupilami, Ocellus - SERVICES
Pavel Barnev auf Twitter
Pavel Barnev auf Twitter
“Run&Gun #Animation.Collab with @slipgatecentral Used scripts: https://t.co/5HDeY6J8va - basic OverRig scripts https://t.co/MfiqCoY18j - advanced Animation Layer tool https://t.co/ET7KTGaVdf - walk animation tutorial #warhammer40k #warhammer #squatmarine https://t.co/7xjRCuORAN”
·twitter.com·
Pavel Barnev auf Twitter