Yo, Iโm David, a realtime VFX artist based in Sweden.
Started my journey in VFX little over a year ago and think I've progressed quite well :D
Hope to continue to challenge myself!
#PortfolioDay#gamedev#UE4#unity
Some good news,
As of this month I'm officially a Senior VFX Artist @Rebellion
Thanks to the leads for all the carrying they do, as well as the wonderful VFX team I get to work with every day.
#Gamedev#VFX#RTVFX
@Kurie_vfx Np, thats what I would expect from it at least. Env effect would be less important and they mightve done it as a way to gain performance somewhere. Its genshin-like so im sure they gotta account for a lot of particles at once nomatter where you are๐
@Kurie_vfx Most likely to avoid massive overdraw once inside the waterfall. The most particles are more of a "Further away" visual touch, but not as necessary inside.
I guess they check if particles emitter is close to the edge and scale down accordingly to avoid costs
My guesses :D
I've been following Louis Rossmann for a while and am continually impressed and inspired with his views on business, selling products, and so on. He's brought up numerous times how companies will kill a software but remove access to said software, even if the users "own" it. In most recent news we've seen Adobe cancel Adobe Animate and because its subscription based, customers will completely lose access next year. In my opinion thats similar to killing games and is a shit move.
In our own company we have a similar adjacent story. With our terrain and planet editor, GeoGen, we've more or less put the software on pause and though it gets periodic updates, we don't see a way forward to make it a commercial success and fund continued development considering we lost 99.9% of our investment in it. It has a few active users, it is a functional, useful tool that outputs great results and so its still available on our website and will continue to be.
We've also completely killed a tool in our past even though a small number of people paid for it, VectorayGen. It seemed smart at the time to just sweep our first born software under the rug, but in hindsight, if we follow Louis's belief system it was a shitty move on our part to remove access to download it on our website. Granted, if people ask for the tool we usually try to provide an exe to it, but that's not super artist friendly. What sucks for artists who did enjoy the tool is it was the only real and easy way to generate vector fields for games and this is still the case to this day. So within the next month or two we'll recompile VectorayGen, rip out the licensing and put it up on our website, as is, free of charge. In the off chance someone needs a vector field, at least they'll have a moderately shitty way to do it than no way at all.
In the future we hope that IlluGen will be a true successor and provide a wonderful modern vector field authoring workflow. Until then, VectorayGen will become available soon once again. No extended support or bug fixes from us, just provide the tool as is and restore availability to something that shouldn't have been pulled in the first place.
@Tuatara_Games Well done Tuatara, been enjoying these in the environment since i picked it up last month. Def took a few glances at how well they work <3
@nickseavert Also i believe parents want to help facilitate their kids interest, even if it might be the best approach. I wouldnt think much of it since i feel like its akin to a parent introducing an artist to a kid whos into musical instruments. If that kid wants to do music they will do it
@nickseavert As a kid i never considered game development possible. I didnt know what it entailed or what part i could be in it. I didnt even know sweden made games until much later. The only reason I got into gamedev was by chance because i was pursuing a career in art.
During one of my early VFX reviews at Riot, a senior artist complimented me on a VFX I'd made. I shyly explained that parts of my effect were not original, but came from a VFX they'd made. They laughed and said their creations were creating new creations! https://t.co/GDSCzx6Jvq
Win a pen displayโจ
Giveaway day 3! Just follow & repost this post to enter.
One person will win every day.
Enter on other platforms for more chances to win!
Ends September 17, 8:00 am UTC.
๐๏ธ Quick Tip: Wispy Textures with Path Blur
Learn how to breathe life into your Photoshop textures using the Path Blur tool. Itโs perfect for smoky, wispy, and motion-filled effects, and is often overlooked!
#PhotoshopTips#PathBlur#DigitalArt#VFX