Assimby's Sketchbook



Hey, so I’ve been posting some of my work occasionally on Discord, but I figured it would be better to put it all here, this way it doesn’t get lost with time.
Please do not hesitate to give feedback and criticisms, I need them to improve ! :wink:


I’m not gonna leave this first post blank, so here’s some effects I made during the last week :

I’m trying to learn both traditional and 3D VFX as you can see, so it’s gonna be very diverse I think, let me know what you think ! :slight_smile:


Beautiful stuff, can you talk through your green smoke and your approach. It’s great!


I like it man, with the coint toss you can try to leave the sparks at the end a longer for a more juicyer feeling


So the green smoke effect is a “spawning” effect that’s supposed to be put in an isometric setting. That’s why you see a part of it coming down.
I do know that it’s a bit hard to understand without context, but i’ll try to add more context to it once I gather my work to make a traditional fx reel.
As for the inspiration, my main reference was Dofus’ spawning fx. I couldn’t find an image on google but it looks close to this


Thanks, yeah i’ve hesitated about doing that, my concern was that it would affect readability and the “quickness” of it.
I know adding timing contrast looks good, but in my head that effect could be casted multiple times quite quickly, so I didn’t want to leave it too long on screen
I’ll probably give it a shot when I have time though, thanks for the suggestion


Hello darkness my old friend :wave:


Ahh, which program did you animate in? Sorry I was particularly vague about my question.:wink:


Hey, this is done in Unity :+1:


Butterflies :butterfly: :butterfly: :butterfly: :rhinoceros: :butterfly: :butterfly: :butterfly:


Magic grenade :volleyball::boom::right_anger_bubble:


Hey it’s been some time, I made this sand shader yesterday and thought I would post it over here :slight_smile:
It’s inspired by Journey, I think it’s pretty obvious :stuck_out_tongue:
Unfortunately, the compressing makes the sparkles in the sand less apparent and messier, also the sand is more grainy. Since this is per-pixel details, it doesn’t come out great with compression :confused:
Feel free to give feedback, or ask questions if you have any. :ok_hand:


Here’s a still shot so you can see the “graininess” a bit more


Hey, Cool stuff! Are you using a flipbook in the green smoke effect? Or something else?


Hey it’s just flipbook yeah, it’s traditional animation :wink:


nice sand! but it looks a bit too “wet” too me. i think journey is a good reference for strong spec reflections but still a dry look:


I agree I still have to figure out a better way of doing ocean type spec reflections, right now i’m doing calculations based on Blinn-Phong Half vector, but it’s not working really well. If you have any references or suggestions for that, don’t hesitate to share them, I’d appreciate it a lot :wink:

Also the shader is pretty flexible, I can also have less wet sand, and even snow-like behaviour :