Klaus' VFX Sketchbook

@Silver Thank you! I hope soon I’ll have new work to show you. I’m also looking forward to see more of your work. :slight_smile:

Well, I’ll let you know when I share it.:smiley:

hey great job dude, I would suggest you regarding your technical approach for the “forest god auras” to make the mesh effect with a shader and then some small number of particles for the feel. because as I see it you remade your entire mesh with just particles which is not the best/efficient way. but keep it up, I like the art.

Good quality work. Where is that game supposed to be for a play? Is it released?

Hey guys, sorry for my late reply! I still need to catch up with my follow ups for a recent game dev event, but afterwards I’ll have time again for more VFX :heart:

@Ohadgfx thank you! It’s a good idea to create the main part with a shader. Lately I’ve been experimenting more with shader based effects (using Shader Forge), so for the next “aura” effect I’ll go for a shader basis. :relaxed:

@Ali Thanks! Yes, NIVA was released in November 2016 for Windows and Mac. It was a student project, so it still has bugs and would need some polishing, but it has already achieved quite a number of downloads and got very nice reviews. It’s available for free, you can get it via the official website: www.nivagame.com :slight_smile:

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Here’s a brush stroke effect I once did for a kanji learning mobile game (student project → therefore not released).

http://imgur.com/rcPsbyq

I know it’s super simple - I just post it here as a reference for my suggestion for @ryanzeng’s amazing ink brush effect.

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I did some shader FX studies recently, while working on my upcoming artwork upgrade. They are all made with Unity/ShaderForge. I think I’m gonna start collecting these :grin: They will make a nice privat reference library in the future.

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Okay, I’ve changed from “tracking” to “watching”.
This thread is really good and I dont want to miss the updates!

These shaders… :heart::heart::heart:

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Thank you, I’m happy you like it! To be honest at first I wasn’t sure if they are good enough to share :sweat_smile:

It’s time to reveal my new artwork upgrade - say hi to Taurus!

http://imgur.com/lSBlfHH.gif
Taurus upgraded (for uncensored version click here, for hiqher quality click here)


Taurus original (for uncensored version click here)

The illustration was done by Verena Demel (instagram, portfolio). Everything else was done by me, mostly in Unity.

Here are some insights into the project:
I tried out a rather unconventional workflow by projecting the illustration onto a human 3D model with the same pose in Maya to be able to animate the body. In Maya I used a camera with perspective first, but I couldn’t get the same exact camera settings in Unity, so I had to use a orthographic camera setup and therefore I not only posed but distorted the 3D model to compensate the missing perspective distortion. And I had to do this step twice, because I didn’t deactivate the Segment Scale Compensate attribute of the joints in my first go what led to unwanted distortions in Unity :grimacing:


I got the illustration from Verena as a well organized (or kinda organized) PSD and I exported as many separate layers as I needed and imported them as sprites in Unity. So except for the body and the effects everything consists of sprites.
http://imgur.com/dFNQgoT
For the moving hair, the veil and leaves on the shoulders I used a refraction shader with a mask, as I already did in my last artwork upgrade. For the veil I also used a cloth simulation, because it needed to sit in the crook of the arm while the arm is moving. The plants effects were made with particles using Unity’s new trail module and several sub emitters with one using the new light module - I used these two modules for the first time and it’s impressive what you can achieve with them! For the tendril trail particles I enabled world collision, used geometric colliders for the hand and the arm and two wind zones to attract the particles to the palm.
http://imgur.com/CHG5EkS

The Unity scene isn’t optimized because the performance wasn’t important for the sole purpose of this artwork upgrade.
Finishing this project took way longer than expected. It was fun to upgrade Taurus and I learned a lot …but I think I’ll go for smaller VFX projects from now on :grin: I know about tools like Spine for 2D animation (and I probably going to try it next time) but I wanted to see how far I can get with my approach.

I’d really appreciate your feedback!

Oh and I didn’t find out anything about the content guidelines here on RTVFX, so I hope the degree of nudity in this post is alright.

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Wow, it’s been 1696 days since I last posted something in here :flushed: But I’m finally coming back from being a lurker to actively taking part in this community :hugs: I’ll post a VFX round-up of my previous long term project Weaving Tides eventually, but today I want to show you this ↓

Beam VFX Study

My newest portfolio piece - so happy about how it turned out! :sparkles:

My goal was to create three beam VFX in quick succession which increase in their power level and use different technical approaches.

I created this short clip over the course of a week. Inspirations were a laser tutorial from Gabriel Aguiar and a void projectile piece from Matias Mahler.
After finishing the beam VFX I named them “Guiding Bolt”, “Lightning Bolt” and “Disintegrate” just to have something catchy for Twitter :grin:

For this piece I also created my new VFX test chamber environment, just to make things a little more interesting. Animating the hand was a lot of fun too :point_up_2::vulcan_salute::metal: (← yes, I animated this last pose too, I didn’t decide what VFX I will use it for yet).

I’m thinking about doing a ray of fire and a water beam next, before I move on to the next thing. :sparkles::sparkles:

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Quick breakdown of the third beam:

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A relaxing light swoosh sketch from last night :dizzy:

Mostly a pretty simple effect. I did some color explorations and stumbled across this ghostly look, which I think is really neat:

And here’s a will-o-wispy / night-sky-themed one:

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Very nice! I especially like the middle one. I saw the post talking about best practices for soft trails, but wasn’t clear which approach you ended up going with for this effect.

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Thank you Nick, happy you like it!
Ah, sorry that it wasn’t very clear, I’ll quickly edit my post - thx for pointing it out.

I used the approach with just simple cones that are intersection each other. For the middle one I even used 4 cones (not very sophisticated, but it looks nice :sweat_smile:). Here is what they look like if I put them next to each other:


And here’s the texture I used for the middle one, which gives it the ghostly look:
2022-03-22 12_17_31-

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I loved the second and the third one <3 <3

How did you do the thin white lines? Are those simple Trails or they are also projected on the cones?

I spotted the artifact/hard edge on the first one, but didn’t see any on the second and third. Did you use a different technique on those last 2 or maybe it’s not as noticeable as in the first one due to its POV?

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Thank you! :blush:

Yes, the white lines are just simple particle trails with a emissive material in combination with a bloom post effect.

And yeah, the technical setup for all three versions is identical, so the hard edge is not as noticeable, also because of the white lines.

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Working on an ice spell and really happy how it’s coming along.

Ice Shards Spell - WIP

Next steps:

  • frost effects on the ground
  • snowflakes along shards directions
  • steam eminating from shards (not sure yet which approach might be best for this :thinking:)
  • smaller shards alongside the path
  • more shard mesh variations
  • maybe improve shards shader (It’s an experimental setup that uses object space view dir for texture offset. Currently has no refraction, so it looks a bit like plastic.)
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Progress update on the ice spell:

Further things I’d like to improve:

  • custom texture for dissolve of frost effect on the ground
  • maybe smaller shards alongside the path or thick fog around the shards
  • maybe a light ray on shard spawn instead of light flares
  • maybe make shards glow for half a second after spawn