FX

FX

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Study: Journey's Sand, Gastón Zabala
Study: Journey's Sand, Gastón Zabala
Sand shader created in Unreal Engine 5, studying how Journey renders their fantastic sand. Resources: John Edwards's GDC talk: Sand Rendering in Journey (https://youtu.be/wt2yYnBRD3U). A Journey Into Journey's Sand Shader by Alan Zucconi: https://www.alanzucconi.com/2019/10/08/journey-sand-shader-1/
·artstation.com·
Study: Journey's Sand, Gastón Zabala
(3) Jan Kaluza auf Twitter: „Freebie: Object-stabilized screen-space UVs. Probably useful for VFX, I don't know! :D With a hat tip to @Ed_dV who made the same thing for Unity, here's an @UnrealEngine version. Material graph in the replies! #realtimevfx #gamedev #gameart https://t.co/aWrnRnoeCN“ / Twitter
(3) Jan Kaluza auf Twitter: „Freebie: Object-stabilized screen-space UVs. Probably useful for VFX, I don't know! :D With a hat tip to @Ed_dV who made the same thing for Unity, here's an @UnrealEngine version. Material graph in the replies! #realtimevfx #gamedev #gameart https://t.co/aWrnRnoeCN“ / Twitter
Freebie: Object-stabilized screen-space UVs. Probably useful for VFX, I don't know! :DWith a hat tip to @Ed_dV who made the same thing for Unity, here's an @UnrealEngine version.Material graph in the replies!#realtimevfx #gamedev #gameart pic.twitter.com/aWrnRnoeCN— Jan Kaluza (@JKashaar) October 4, 2018
·twitter.com·
(3) Jan Kaluza auf Twitter: „Freebie: Object-stabilized screen-space UVs. Probably useful for VFX, I don't know! :D With a hat tip to @Ed_dV who made the same thing for Unity, here's an @UnrealEngine version. Material graph in the replies! #realtimevfx #gamedev #gameart https://t.co/aWrnRnoeCN“ / Twitter
Fountain, Nikita Dubatov
Fountain, Nikita Dubatov
Fountain. Fountain model and tex - not by me. - Have some issues with grab pass for orthographic camera, but...meh. Will found soulution for some next fountains :) Fake oldschool reflection for the fish statue :D
·artstation.com·
Fountain, Nikita Dubatov
Sea Shader, Djanco Dewus
Sea Shader, Djanco Dewus
A simple water sea shader i made. Not a to complex shader but can still use a bit of optemization, Packing all textures into one would already optemize a lot. The water texture is really simple, just some quick deformed cells noise
·artstation.com·
Sea Shader, Djanco Dewus
Plasma/Magic Ball, Djanco Dewus
Plasma/Magic Ball, Djanco Dewus
Was working on a ice shader, after testing some distortion based on depth i got this funky result on way to strong values. I liked it an continued and these are the results
·artstation.com·
Plasma/Magic Ball, Djanco Dewus
Destiny 2: Hearthfire Shell VFX, Ben Platnick
Destiny 2: Hearthfire Shell VFX, Ben Platnick
The "Hearthfire Shell" is a new Ghost that debuted with Destiny 2: Season of the Haunted as part of the Solar themed seasonal accessories set. I wanted to give the Ghost a little extra in the cool department, so I put together the VFX you see here in order to enhance the wonderful hard-surface work done by Michael Climer. Special Thanks: Mark Flieg and Travis Treadway: Rewards VFX Team https://www.artstation.com/mfliegjr https://www.artstation.com/travistreadway55 Michael Climer: Hard-Surface Lead https://www.artstation.com/mclimer And to everyone else at Bungie who helped support me and contributed to this wonderful world. "Teams are stronger than heroes".
·artstation.com·
Destiny 2: Hearthfire Shell VFX, Ben Platnick