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!