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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
Hoon auf X
Hoon auf X
Immediately hopped onto the new #Genshin update! The vfx just keep getting better and better 😍 Loch Urania in Fontaine, for reference 🌊🫧 #vfx #gamedev #realtimevfx #vfxreference #gameart #genshinimpact #fontaine
·twitter.com·
Hoon auf X
Stylized FX Concepts (Sobek), Kathleen Harwood
Stylized FX Concepts (Sobek), Kathleen Harwood
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!)
·artstation.com·
Stylized FX Concepts (Sobek), Kathleen Harwood