Brais' Sketchbook

Hi everyone — I’m Brais, based in Barcelona.

I studied game development and I’ve spent the last 4 years in the R&D
department of a TV production company, working across virtual production,
internal tool development, and 3D for broadcast sets.

Real-time VFX and tech art are what I actually want to do, so I’m
starting this sketchbook to learn properly and get feedback.

First piece: a stylized explosion.

Full

Full quality version:

Almost everything here is mesh-based rather than sprite-based, and the
smoke runs on a procedural material I built to be reusable.


The base material

Before building the system I made a single procedural material meant to
be reused across different meshes, fully parameter-driven. Everything is
exposed so I can build a new look just by creating material instances.

Current feature set:

  • Modifiable panner and swirl
  • Fake lighting
  • Animated gradient curve
  • Atlas curve
  • Posterization
  • Inflate
  • Noise
  • Dissolve, plus edge dissolve with emissive
  • …and a few more

Custom Material

In this explosion the smoke is driven mostly by the animated gradient
curve and the dissolve, but the same material with different settings
gives me these two examples:

Mat 1
Mat 2

Material instance parameters
  1. Texture Details

  2. Color Details



  3. Gradient / Dissolve

  4. Fake Light

  5. Inflate / Pole Mask / Inverted Normal / Depth Fade

It took me a while to build, but I hope to get a lot of use out of it in
future projects.


Breakdown

Each part of the system, in build order:

Initial blast — two sphere meshes with material from above, no sprites.

Initial blast

Debris — a burst using event location to spawn ribbons.

Debris

Shockwave — a disk mesh with radial UVs (U=0 at the centre, U=1 at
the rim), on its own dedicated material.

Shockwave

Heat distortion shockwave — same idea, refraction only.

Shockwave distortion

Blast mark — a plane on the ground.

Blast mark

Smoke — a few cloud meshes at different positions, rotations and
scales.

Smoke


One trick I like

Two copies of the same mesh with inverted faces in the same system,
sharing everything except the material colour. It lets the inside of the
volume read differently from the outside.

Off
On
Cloud off
Cloud on


Any feedback is very welcome. I’ll keep using this thread to post new
effects as I make them.