Unreal5 Niagara meteor FX, Kang Hyeonuk
FX
PICK UPS VFX, Ray Zandstra
もり auf Twitter
“Rainbow shader
#UnrealEngine #UE5 #shader”
练习01, 这个人很懒
【VFX】游戏特效冰封|Ice, 在木星
这是一个普通形式的技能施法特效,与以往的镜头表演特效不同。在这个效果产生的同时家里发生变故,所以这是一个曾耗时两个晚上,赶!出来的效果。尽管它还存在很多问题,例如冰锥的质感,冰锥与地面衔接的内容,施法部分的内容缺失等等。却还是因为电脑制作它时太卡顿,而导致我不想再找时间继续优化它了。虽然本人不太满意,但是它还是得到了该有的认可,这就足够了。并且它的出现也是不同于往期的风格。算是找个地方存档吧!!!(QQ交流群;916559618)
Healing Cosmos, Sen0623
This is the final version I made for the vfx concept "Healing Cosmos" designed by Inès Djezzar, this is a big challenge for me.
Huge thanks to Inès Djezzar for the amazing VFX art concept, and all the people who gave me advice.
Hope u guys like it !
Original Concept :
https://www.artstation.com/artwork/yJ5k0O
《Legends of Runeterra》VFX - Evelynn - Level Up & Spells, FangYu Chung
VFX from LEGENDS OF RUNETERRA by RIOT GAMES
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Very excited to have a chance to make VFX & VFX concepts for Evelynn in LoR.
Thanks to all the Riot and Kudos artists who make those great works.
Ooooh, really love her. Cheers!
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Check out the game here- https://playruneterra.com
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Ultimate move, Nguyen Ho Bac (Brian)
This is one my work in 2022
water, Moore
VFX Reel - Legends of Runeterra, Matt Schwartz
A selection of FX I had the pleasure of working on up to this point for Legends of Runeterra
My focus for this project was centered around in-game FX and leading a multidisciplinary team of artists in the gameplay and cinematic space. This was a collaborative effort between the fantastically talented VFX Artists at Riot Games and BeyondFX
Character Career FX Design, MY NAME IS ZG
角色职业大招技能设计,单张关键帧设计。
Character Career Ultra Skill FX Concept,Single-sheet Keyframe Design.
【最终作品展出已官方发布为准】
【The final artwork is subject to what will be showcased officially】
Bridge_Constructor_Portal_2023-04-10_15-53-57.gif
Halo Infinite: Cliffhanger Shaders
I'm excited to share the results of my involvement in Halo Infinite Season Three, titled Echoes Within. This is the most recent major content update, which includes a slew of new features like new maps, weapons, and gear. I provided the following assets as part of Sperasoft's collaboration with 343 Industries. One day I was tasked with researching a possibility of creating a volumetric ice shader. My position was regular 3D Artist and did not assume tech art but I've had some basic shader understanding at that moment, though far from advanced level required for this task so I've had to learn a lot on the fly. It was challenging (but fun) and I ended up making two more shaders for this map. Everything shown in this artwork on the art side is made by other team members except the waterfalls, for the frozen lake and icicles my responsibility was only creating the shader to help achieve the required look. After completing these tasks, my duties at work shifted a lot to the Tech Art side and that is, I have to admit, very fun journey. Since then I learned much more about shaders, optimization, rendering pipeline in general, and performance profiling, Big thanks to 343 Industries Tech Art team who answered lots of my questions. (Kurt Diegert, Chiyo Lai, Logan McClure)
Elden Ring_fan_vfx3, DoubleCats
Harry Potter : Expecto Patronum, Aly Kafoury
A study of Particle and Smoke VFX made in Houdini
【战双帕弥什 Punishing: Gray Raven】vfx_particle_18, DoubleCats
Willow - FX Barrier, David Bocquillon Carrasco
Willow Concept art. Theses were done to establish the look of the magical barrier and to give some material to the FX team.
2D VFX Animation Poison Explosion, Yuri Podchasha
2d
The process of creating the effect of a poisonous explosion.
I start by drawing a frame-by-frame animation of the explosion mass, which will be used as the main texture in Unity.
After finishing drawing the animation, I finalize the result in After Effects, add blur, glow.
After that, I start creating the effect using the particle system on the unity engine, adding flashes and additional particles.
The effect was developed specifically for the Dark Tree project.
Link to game page:https://store.steampowered.com/app/1482600/Dark_Tree/
Terra Nil VFX, Yuri Podchasha
Hooray! The game trailer is finally out for which I drew water, smoke and some fire.
I have never had to draw so much water, but I did it. Very happy about it.
It was great to work with such cool guys from the Lucan studio team. You are amazing!
And of course don't forget to download the game! I already went through 2 biomes.
https://store.steampowered.com/app/1593030/Terra_Nil/
GranSaga - Kaito Skill VFX, SeungMin Kang
Hello, I'm so happy to share the VFX I worked on while participating in "GranSaga" from 2018 to 2022.
This is the ultimate skill VFX used by the 'Kaito' character. I had a lot of fun working on it.
I will try to become an artist who grows further by sharing my work.
GranSaga - Leon Skill VFX, SeungMin Kang
Hello, I'm so happy to share the VFX I worked on while participating in "GranSaga" from 2018 to 2022.
This is the ultimate skill VFX used by the 'Leon' character. I had a lot of fun working on it.
I will try to become an artist who grows further by sharing my work.
Destroy All Humans 2 - Reprobed Environment VFX, Jesse Henning
I worked with Plan A and Ruckus Dev in collaboration with the developers of DAH2, Black Forest Games, to help create environmental VFX for water puddles during rain storms. I created materials for the puddles and moving/overflowing water as well as the geyser for the fire hydrant. All particle FX for these were done by fellow and talented VFX Artist Will Jennett. I was also in charge of VFX supervision for multiple cutscenes and Gameplay VFX with a small team of 4 total VFX artists.
这样 这样 然后这样, XRX
Hot Wheels Rift Rally: Energy Loss Glitch Shader, Brian Hill
Another fun VFX / TechArt problem to solve on Hot Wheels Rift Rally - how to show the "simulation" starting to break down as you take damage or loose energy in the game. The particles were created in PopcornFX and then imported into our proprietary game engine (Viper). There I trimmed the rendering of the billboards so they were only visible within the silhouette of the player's car using a stencil buffer. Then I created a few different shaders for the billboards that did a 2D distortion on the image, "punched holes" in the AR car by just drawing the raw video feed from the car's onboard camera on top of it, and drew some circuit patterns over it with various levels of color channel separation.
Wizard of Oz: Idle Merge - Hammer VFX, Bryan Sharpley
This is a hammer impact VFX I created for Tiny Rex’s Wizard of Oz: Idle Merge game. The effect was created mostly in blender by creating both procedural shaders and toon shaders. The cloud component was created by animating by a mixture of code and manual animation by yours truly. The dust component is a procedural shader on a disk mesh and the impact component is conventional vector animation in AE.
Freelance VFX Work, Yasmany Batista
Here is some freelance VFX work I've made in the past months I mostly made smaller gameplay and environmental fx I used Unreal Engine 4.27 and 5.1 I also used Houdini to create some of the smoke effects with flipbooks. I may update this in the future if I find a better way to showcase other more context sensitive FX.
RealtimeVFX Wiki
GameFX-01, haruka Tang
Ue4
vfx游戏特效|黑暗法师攻击(Dark Mage), 在木星
曾经有幸参与过的一个项目,但与项目内容不一致。QQ交流群;916559618
Gunslinger, Junyoung Hwang
Unreal Effect Portfolio
Phone : 010-5119-3578
E-Mail : wnswk162@naver.com