Boss summoning orb, similar to one in Black Desert
Attack VFX inspired by Young Souls!
A take on Pokemon GO’s Pokemon catching VFX!
( Pokeball model by Adria Ruiz: Pokeball - Download Free 3D model by Adria Ruiz (@adriaruiz) [dadc076] - Sketchfab )
It’s great, but why are you presenting it on a magenta background?
Thanks! No particular reason tbh, just wanted something that pops while the blue/yellow elements on top can be readable
Don’t know if it’s as bad on other screens, but on mine, it totaly overwhelms the effect.
Might be a good idea to take some off the colour out as currently it’s kinda distracting, which is a shame.
Yeah, I feared that’d be the case for some people, but it was too late ^^" I will keep it in mind for next effects though
Small scene inspired by the last season of She-Ra and the Princesses of Power
Boss attack VFX, somewhat inspired by Megaera’s attacks in Hades
Bow attack VFX
An experiment using smoke flipbooks and my custom VFX master shader!
More work with fire
Put a spin on a BFG effect
Plasma blaster model from: https://sketchfab.com/3d-models/mi-214-plasma-blaster-87885feadcdb4fc4b82b971cdfd01d7a
A stylized explosion for a thing I’m trying to make
Apparently it’s been more than a year since I last posted Life got in the way but I wanna slowly work more on VFX. For now, I’m sharing here all those I neglected to share
Anime style punch VFX:
Recreation of the Black Hole from Solar Ash Kingdom trailer:
Fire projectile inspired by Spellbreak:
Frost projectile in a similar style as above:
Stylized lightning explosion VFX
:
Simple, MOBA-inspired projectile:
Some stylized muzzle flashes:
Man, I really love the looks of the air/dust being pushed away from the center <3.
Do you mind sharing how you do it? Or maybe linking some resources.
I’m starting on VFX and I don’t have much experience in CG in general.
Thanks so much! I’ve done a breakdown of that effect, hopefully it will help!
Oh yeah, I read this one! Thanks for writing it up
Though I meant this one here: Harry Alisavakis' Sketchbook - #47 by HAlis
Is it kind of the same process?
I’m still getting the hang on how to use the forum and reply to specific messages hehe ><
Ah sorry - I misinterpreted to what effect your were replying but the approach on this happens to be similar to the one in breakdown; it’s an expanding cylinder mesh with a dissolve material. I believe it’s using worley noise (cause that’s the best noise to use for this style) and my custom VFX shader that uses custom vertex streams from the particle system to guide the dissolve of the texture. This older tutorial series should give you an idea as to how to approach a VFX shader like that: https://halisavakis.com/my-take-on-shaders-vfx-master-shader-part-i/
It was just recently that I got to know shaders could be coded like that. I always thought every shader/material was made using some sort of Shader Graph hahaha.
Anyway, thanks for dropping it here. I will sure remember it when I get into making more robust shaders!