VFX Portfolio WIP

So reading this post form @chris (On Asking for Feedback) made me realise at least I should be more specific to the people willing to give me some feedback :stuck_out_tongue:

So, my intention is to make realistic-rendered effects that could be applied to triple-A Console/PC games from companies like Dice, Santa Monica, Sucker Punch… you know what I’m talking about. I haven’t worked in the game industry, but I’m preparing a portfolio to apply to junior positions.

In the first video my biggest concerns are:

  1. Are the base and the top of the fire shader too different? I think it looks fine in motion, but a bit weird when pause??
  2. The black smoke column from the tank fire maybe dies a bit too abrupt? I’m happy with the movement and color, though.
  3. Does the debris in the sandstorm move too slowly? Are there too many particles floating around?

In the second video:

  1. Does the mist of the chest fall and die in a proper speed and movement? I’m going back and forth :confused:
  2. Does the growing ice effect look too simplistic? How could I make it feel more natural?
  3. Does the ice material look too stylized? Maybe too blueish?

Btw, thanks to @kanoba for this post (Paragon Material Breakdowns and Tutorials). I first was creating a realistic ice material, but at the end didn’t look ok and found this post. I didn’t want to just copy it (what would be the credit in that?) so I ended up using his blog notes to create a new one from there. It was great to see his pipeline.

And just FYI, the videos are rendered from sequencer (that I think it doesn’t work in real-time when exporting) but all the effects perfom at around 60fps 4k in-engine on my 5-years-old PC :smiley:

Thanks!

1 Like