Hello !
I started VFX some months ago, after working for few years as a 3D generalist. It was time for a change, and I decided to dedicate some time for learning RTVFX !
Here’s what I’ve done so far :
*An healing AoE effect to get used
to Niagara, timings and all. Working with the runes had been fun.*
Then of course I did the classic fire, with an handpainted flipbook. Each spawn choose between sprites at random.
I had this idea of stars droping and leaving galaxy on the ground. Not sure what could be the use for it, but it was a fun exercise.
It was time for a SLASH!
And then some projectiles.
Now, I’m working on a teleport / dissolve FX
First test of a dissolve effect, using screenspace texture.
Crow animated plane using vertex position animation. I’m using a scrolling texture to move the wings.
Merging together the two effects
And here is where I am at now. What do you think?
In your opinion, what should I work on next to improve my skills?
So, I spent time researching animation packs. I was wondering if it was worth it to buy a character model, but I think the default mannequin is better if I want focus on the FX.
Anyway I made a little projectile block out. I wanted to try several things : setting up a proper projectile scene, and tracking a character model.
It uses camera track splines for the projectile trajectories, and a camera shake effect.
Do you think it’s a good idea to put a camera shake? I think it reinforce the impact frame, but on the other hand, you most likely don’t have those during gameplay…
So I was messing with materials and meshes, trying a trick I remembered seeing I don’t know where :
by having all the faces of a sphere mesh into separate UVs, World Position Offset makes them move independantly.
The streak lines build-up doesn’t really communicate well with the effect since it is pointing to a singular point. I suggest replacing something that can cover the surrounding, like a vortex covering the body.