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Creating the satisfying 'swoosh' effect in Super Lucky's Tale
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.
·gamedeveloper.com·
Creating the satisfying 'swoosh' effect in Super Lucky's Tale
Brawl Stars U54 - UI VFX / Animation, OCTOPO VFX Studio
Brawl Stars U54 - UI VFX / Animation, OCTOPO VFX Studio
VFX / Animation for Rank up UI! ㅤ Art Direction - SUPERCELL Art team VFX - Kang Sung-hoon 2D Animation - Jung Jae-hoon ㅤ All right reserved SUPERCELL
·artstation.com·
Brawl Stars U54 - UI VFX / Animation, OCTOPO VFX Studio
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
Mortal Kombat 11: A Bloody Production Talk | Matt Battaglia | SIGGRAPH 2019
Mortal Kombat 11: A Bloody Production Talk | Matt Battaglia | SIGGRAPH 2019
Dive into the techniques and production lessons learned during the development of Mortal Kombat 11 with Houdini. We will focus on our geometry cache pipeline which allowed us to leverage Houdini’s fluid simulation tools to drive our unique cinematic blood effects. As a studio new to Houdini, we will give a behind the scenes look at some of our assets and share a little bit of the wisdom we’ve gained while ramping up on Houdini over a two year development cycle. Matt Battaglia is the Technical Art Lead at NetherRealm Studios. With over 14 years of professional experience, Matt has a background in AAA game development, feature film, and teaching. He enjoys developing asset pipelines and pushing the boundaries of what is possible in real time rendering and visual effects. While not chipping away at his ever growing list of research projects or new software to learn, he enjoys tackling home improvement projects and attempting to entertain his wife and daughter with bad dad jokes. MORE HOUDINI HIVE SIGGRAPH TALKS: https://sidefx.co/2ZE890H
·youtube.com·
Mortal Kombat 11: A Bloody Production Talk | Matt Battaglia | SIGGRAPH 2019
Growing Roots with WPO
Growing Roots with WPO
This week we have a look at how to use World Position Offset in our shader to create a growing roots effect. Don't forget the January Sale on Gumroad!JANSAL...
·youtube.com·
Growing Roots with WPO
Water Surface Ripples - Advanced Materials - Episode 37
Water Surface Ripples - Advanced Materials - Episode 37
In this shader tutorial for Unreal and Unity, I show how to add surface ripples to our water shader. I also show several techniques for optimizing the shader...
·youtube.com·
Water Surface Ripples - Advanced Materials - Episode 37