Klaus' VFX Sketchbook

Finished two more portfolio pieces recently:

Fire Slashes

The attack animation I got on Mixamo was so wonky, so I ended up not giving Michelle a sword. It would have been too obvious that the tip of the sword doesn’t align with the slash trail, which has the shape of a perfect disc. Works way better this way :smile:

3 Likes

Aqua Blast

A water bubble shield VFX which turns into an liquid explosion. I’m quite happy with the result :slight_smile:

Again using character and animations from Mixamo.

I used Jeanluc Kol’s Mizuchi Shield VFX concept art for reference: https://www.artstation.com/artwork/4XODY2
So kudos to you Jeanluc!

There’s also an amazing breakdown of a very similar VFX by Darin Aranda on ArtStation.

8 Likes

It’s getting warmer outside, so I made a bunch of juicy variations of my water orb to get in the mood :smile:

:tropical_drink: melon slushie, pineapple yoghurt, tropical punch, blueberry colada & campari orange :cocktail:

Most materials here are using color gradients, so it was easy to make different versions. I tried to make them look a bit different in relatively short time, so mostly value tweaking of the materials and e.g. for the blue and yellow ones I used a different noise texture to make it look a little bit foamier/milkier.

Background image by pikisuperstar.

3 Likes

Just dropping by when I realized I haven’t even shared anything about a cool VFX gig I worked on recently!

I had the chance to work on Vector Shift by Super Glitch Games, a high-speed sci-fi racing game for mobile with a distinct comic book aesthetic. One of its standout features is the thruster VFX customization, allowing players to tweak their ship’s look to their liking. The thruster effects dynamically respond to the ship’s speed and movement and are easily recolorable for deep player customization.

The missile trail and explosions are using the same customizable color setup, so when you shoot an enemy ship, the VFX will also match your chosen style.

All thruster VFX in this video were made by me. The ship materials were created by art director Joseph Patience.

Had a blast working on this one! :rocket:

5 Likes

New personal project: Button VFX

I’ve been experimenting with different UI button effects and animations using Unity’s uGUI (not the newer UI Toolkit) – here are some WIP clips! :sparkles:


Button UI VFX by Klaus - WIP clip 01 - proof of concept
quick proof of concept - tested basic material animation triggered by the Button component


Button UI VFX by Klaus - WIP clip 02 - more complex material anims
a bit more complex material animations

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More Button VFX and first time I learned a little bit of scripting to trigger particle systems and cam shake via animator events :muscle:
Button UI VFX by Klaus - WIP clip 03 - more

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Electric button VFX with a bit of color exploration. Monochrome and sleek VS vibrant and bold :zap:

Button UI VFX by Klaus - WIP clip 04 - monochrome vs multiple colors

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Aaaaand here’s the finished piece! :sparkles:

A few notes about my setup:

I used Unity’s uGUI system (which is sometimes just called “Unity UI”). There is a newer UI system from Unity, called UI Toolkit, but many projects still use uGUI, so I wanted to see what I can do with it.

Material animations are pretty restricted. Vertex colors are one of the few things (or the only thing?) which is passed from an UI Image component to its assigned material. So I repurposed vertex colors in a custom shader and then put an animation on it.

Another important part was masking based on the button shape. For the materials I used the button texture as a mask. For the particles I used the Sprite Mask component plus the masking option in the particle system.

I also noticed that particle systems with a Transform component won’t show up in the UI, it needs to have the UI Transform component.

5 Likes

UI effects are so underrated and you did such a cool job with them <3

1 Like

That’s so sweet of you, thank you! :sparkling_heart: