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#realtimevfx
anacjmauro · 10 months
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Ice VFX
I started my VFX journey this year and I'm excited about everything I've learned. So this is my first post here and I intend to use this blog to record what I'm learning/creating.
This is the breakdown of an ice VFX in which I tried to include stages of anticipation, impact, and dissipation.
Anticipation
Five particle systems were used to create the anticipation: bluish light, glow, rays, and snowflakes.
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The particle systems individually are:
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Hit
The muzzle was composed of three elements: a spiked shape in the back to create shade, the impact shape with a white high value, and a blue ring around that grows in size.
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Projectile
The projectile has a trail with dissolves and a light on its "head", even tough it appears very quickly on the screen.
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Additionally there are tiny snowball particles with the trail, steam, and snowflakes to add more strength to the burst
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Impact
On impact, there is a frozen sphere mesh, a broken ice texture on the ground and some particle systems to complete the impact. Here all the elements together
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Explosion
For the explosion, I used a mesh of stylized rocks that I created in Blender with variation in size and rotation in the particle system.
The frozen sphere mesh disappears and is replaced by a burst of small ice rocks and snowballs that are thrown by the impact, with a bit of dampen in the Limit velocity over lifetime module
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Additional animation
For readability, I added an animation for the attack and impact, with a fresnel effect to indicate that the target was hit.
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In the next post I will talk about the textures that I made in Substance Designer and the shaders.
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gbstella · 1 year
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Just some simple vfx I've been working on for my game that's still in a very early stage⭐️
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automaticvr · 1 year
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vimeo
Storytelling at its best! From live shows to news bulletins, Sky News Arabia broadcasts around 50% of its programs using Zero Density's cutting-edge solutions. Impressed by Reality Engine's photorealism, the Sky News Arabia team aims to blur the lines between real and virtual, mesmerizing and engaging the audience. Solutions: https://ift.tt/tKL6mz0 Products: https://ift.tt/cPdTmNL Contact Us: https://ift.tt/NlITMFU #RealTimeVFX #VirtualStudio #RealityEngine #UnrealEngine #Broadcast #Storytelling
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davidumemoto · 2 years
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Repost from @russelltickner_ Geometry workout just for fun - modelled in UE5 with Geometry Scripting tools. Based on the original Art and Sculpture of @david_umemoto . . . #ue5 #unrealengine #realtime #realtimevfx #substance #brutalism #brutalist https://www.instagram.com/p/CiiIifgL_j5/?igshid=NGJjMDIxMWI=
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benditahierba · 3 years
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Plantas y luz / Exploración 03. Plants and light / Exploration 03. . . . . . . #interactive #realtimevfx #digital #art #interactiveart #creativecoding #code #newmediaart #videosynth #glsl #digitalart #newmedia #generativeart #generative #generativedesign #realtimegraphics #mediaart #newmediaart #mixedmediaartist #newmediaartist #resolume #vj #audiovisual #plants #botanical #plant #garden #plantas (at Oaxaca City) https://www.instagram.com/p/CQw1Wj4jU8f/?utm_medium=tumblr
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nvrskipgameday · 4 years
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When you're just too fabulous for grayscale.✧(•́⌄•́๑)✧
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pelengami · 4 years
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Kawaii Projectile
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r0cklee007 · 4 years
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Devlog 03 new skill + jump and air attacks . . #VFX #Slash #Skill #Trail #Effect #FX #RealTimeVFX #MadeWithUnity #gamedev #Unity #Unity3D #GameVFX #GameDesign #GameVFX #indiegame #game #beatemup https://www.instagram.com/p/CI3rwfgBqm0/?igshid=1mru551brc1on
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whitemalegamer · 6 years
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Tried putting together my first Art vs. Artist post. 
Slowly but surely expanding my spellbook of digital magic
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luelly · 5 years
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explosions made with Unity’s VFX graph, using the subemitter module to chain them together.
background assets done by my very talented coworkers. 
particle shader referenced off of @CultureAttack on twitter
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tenderfoottactics · 6 years
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anacjmauro · 9 months
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2023 recap
2023 was the year that I decided to learn more about VFX and this whole new universe. I'm grateful for everything I've learned so far, all the incredible artists I've met and this amazing community. This highlight is one of the VFX I'm most proud of, because I was able to do a good job in a limited time frame. Hopefully good news comes up next year
#artstationrecap2023
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automaticvr · 1 year
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vimeo
We visited D.A.G / DIVA Studios, a cutting-edge CG production company nestled in the heart of Tokyo, to learn more about their journey into virtual studio production with Reality Engine. The studio produces music videos, sequences for TV dramas and more from their state-of-the-art facility! The team’s experience with Reality Engine has allowed them to realize their vision and take their production capabilities to new heights. Solutions: https://ift.tt/XGWapRm Products: https://ift.tt/UOSlIPr Contact Us: https://ift.tt/gPaJ2RV #VirtualStudio #RealTimeVFX #UnrealEngine #RealityEngine
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markteare · 7 years
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Skyrim: Skills Menu
The skills menu work began early on in the process of developing Skyrim and was changed and improved throughout the duration.
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The very first step was to take Todd's notes and put a visual stake in the ground we could build from.
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I blocked in a very rough version in 3DS Max and animated the camera so we could begin the discussion about how this menu could work
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There was always the idea of skills and perk trees as constellations (based on 3 from Oblivion) but it took on many different forms as we progressed.
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At on point I was toying with the idea of the stars being distributed in the depth in space and only forming the constellation in the back out view but navigation felt to uncontrolled in that reality.
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Early on I also tried to use Fume FX to create the nebulae using a sim with some decent results but the speed at witch I could create like this was limited due to the simulation time.
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My first pass at pass at painting the oblivion constellations as nebula worked out pretty well so I decided to take that route. In some way I like these version better but I have to visually reinforce the colors associated with the different skill groups in the final painting.
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Once I dropped my nebula paintings into the scene the final look of the menu started to come together.
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At this point I was also iterating on the stars and lines and their animations so we could build the perk availability and unlocking UI mechanisms.
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Once we has all of that I took some time to finalize the nebula painting and break them into layers to create parallax. The entire menu was one 3d file that contained the background, animating perk tree art, and nodes to attach the code built perk trees. As long as each piece was scaled from the center of the scene you would always see the layers line up correctly when you moved back to the origin in the menu.
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As a nod to the heavenly nature of Sovengarde and the skills menu Noah Berry the environment lead and the artist making the Sovengarde skybox took my paintind and incorporated it subtly into the sky.
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Once the game shipped we had to repeat the process on a smaller scale for the DLC monster form perk trees.
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benditahierba · 3 years
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Plantas y luz / Exploración 02. Plants and light / Exploration 02. . . . . . . #interactive #realtimevfx #digital #art #interactiveart #creativecoding #code #newmediaart #videosynth #glsl #digitalart #newmedia #generativeart #generative #generativedesign #realtimegraphics #mediaart #newmediaart #mixedmediaartist #newmediaartist #resolume #vj #audiovisual #plants #botanical #plant #garden #plantas (at Oaxaca City) https://www.instagram.com/p/CQwe1izDl0X/?utm_medium=tumblr
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nvrskipgameday · 4 years
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Having a lot of fun with this effect (ノ´ヮ´)ノ
(Got a little checkbox to turn this twister on and off and just... somehow it’s a good time, heh)
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