Thomas Corvee - Sketchbook

VFX_FullCompilation_1


Hello there! My name is Thomas Corvee and I’ve been working in the VFX industry for almost 3 years now :slight_smile:

I sometimes manage to do some personal projects for fun so don’t hesitate to comment here, I’m open for feedbacks, questions and critiques :+1:

https://www.artstation.com/thomas_corvee
https://x.com/MascoFX

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Hi guys!

This is the first part of my VFX work on my student project UMIKO! Don’t hesitate if you have any feedback and stay tuned, another one is coming soon!

https://www.artstation.com/artwork/nEe3dK

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Nice work, nice and soft :slight_smile:

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Hey, Thomas! I saw your effect months ago and fell in love for it!

I always wanted do ask the following:


I really like what you achieved by layering these textures. What really seduces me are those shapes here - the clean cutouts - on the energy dissipating away from the collision point and flowing backwards.

How do you achieve those? I take that there is some alpha clipping/dissolve going on, but ir ocurred to me it could also have flipbooks on it too.

I’m currently doing something similar, but it still didn’t “click” in me what kind of textures and noises I should use to have those cutouts shaped like that when dissolving things away.

I’m really eager to make my own anime-like ultimate barrage kamehameha rasengan spirit bomb attack that would completely desintegrate the enemy too :joy:

Thanks in advance!

Hi Sig!

So for the dissolving of these meshes, I didn’t use any flipbooks but I used handpainted texture masks applied in the UV space.

Capture d’écran 2022-07-27 132052
Here the spikes are panning around the cone so that my smoke was clearly masked at the end of the cone as I wanted.

I used basic texture maps for FX like those :


And here is the kind of handpainted mask I made :



And finally, I combined this with the classical dissolving technique in shader :

I hope it helped you :pray:

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Hi guys! Here’s my second FX post for my student project Umiko. It’s a compilation with some simple breakdowns, please take a look if you want! :slightly_smiling_face: https://www.artstation.com/artwork/ZeWdJG

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Hey again, Chipster! Thanks for the reply.

Let me get it straight! Correct me if I’m wrong

This mask is the one on the the rear end of the cone? I mean the gray areas on the left.
image
…or is it the color texture itself?
What about the other 2 masks? Where did they go? Do you have multiple cones?

What are the darker/black spots pointed in green?


I don’t see any of these shapes or looks anywhere! How/where did you use it? Is there some distortion going on?

It definitely is helping me! Thank you for your attention and sorry for the nooby questions hehe :sweat_smile:

No problem dude!

Okay so :
Here is the cone with the UVs :

The cone itself is twisted so I have a natural rotation in the textures

Then I apply a basic shape by using the cloud texture and using a panner:
FireShape

To avoid the straight cut at the end of the cone I painted a spike texture applied in UVs, for this I used this one :


Fire

(it’s not the best way actually as it was my first fx I didn’t care about optimization so much. I should have made another UV set where I could have the spikes bigger in the texture map because here the spikes are really small so it’s a big loss of resolution)

Once I have those textures and masks, I combine them so that my texture is cut by the spikes to make something irregular.

Finally, repeat those steps with different, textures, speeds and colors.

And that’s it :slight_smile:

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Hey Chipster! Got carried away doing other stuff and forgot to reply!

Many thanks man! I’ll try it anytime soon once I’m done with a Slash I’m working on and already plan on coming over here again to bother you a little bit more hehe.

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Hello there, long time no see!

I finally found some time to make this personal project I had in mind since the Dragon’s Rise challenge! Check it out on Artstation here: https://www.artstation.com/artwork/xDXbmr

Hope you’ll like it!

Hey there! I love the work! We communicated on artstation and i’d love to see a more in depth breakdown of the water sphere and the swirls!

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Hi Louis! :wave:

No problem! It all begins with a twisted dome mesh and square UVs.


(The mesh is high poly as I wanted to make a nice deformation using World Position Offset)

Thanks to the twisted topology, I could easily get a nice flowing water shader by using two different textures with their own speed and direction.
ShieldWPO

The coloring of the sphere is made by using two different fresnels (small bright on borders & large darker). I also used a small uv gradient to soften the bottom of the dome.

As mentioned in my artstation post, I used a post-process material to colorize the character and hide its feet.

After that, I duplicated the dome mesh, scaled it, and made a noisy shader with fresnel masking on the edges.
ShieldNoise

And for the final touch, I faked the highlight with a custom mesh and bright emissive :face_with_hand_over_mouth:
ShieldHighlight

Same process for the bottom of the dome, I made a simple ring mesh with noise texture. To speed up the process I used some textures of the amazing VFX texture pack by Hun Young Ha you can check them here these are truly awesome:

For the swirls, I made this mesh and once again their UVs are squared :

The main texture is below and I made a special dissolve that allows me to make the swirl appear from the bottom to the top by making a band that scrolls along the UVs.


Swirls_dissolve

I made two variations of the swirls and these are also turning around the dome to add more turbulence
Swirls

And there we are, I hope it was clear enough and it helped you :slight_smile:
Don’t hesitate if you have any other questions!

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Thank you so much! this helped me out a lot!

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Hello Thomas Corvee,

I like your work and have been greatly inspired by it. Currently, I am attempting to create a similar effect for my studies and am working on a shader for a water dome. My approach involves using a Fresnel node as a mask to interpolate between another Fresnel effect and a color.

While the shader seems to be functioning, I am finding it challenging to manipulate the colors to achieve the desired effect. Could you provide some guidance or tips on how to improve my approach to achieve a result closer to yours?

Thank youu.

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Hi @KuroRadin,

Actually, I find it easier to work with the standard Fresnel node and then control it thanks to a SmoothStep. This way the mask values are always standing between 0 and 1 so that the input colors are preserved.

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