I’m a bit late to the party, but I’m so happy about the fact that I had the opportunity to work on this amazing and iconic franchise! So proud about how it came out and the hard work that everyone had put into it. Thank you all for the love and see you next mission!
#MetroidDread
I'm excited to finally show what we've been working on for the past few years, and I’m so proud of what we in the VFX team have achieved.
Gears of War: E-Day launches on October 6.
https://t.co/hyh0RrHSPL
Too slow… 👊
We had an amazing time providing VFX support for Invincible VS, collaborating closely with the talented team at Quarter Up.
Learn more: https://t.co/wB2s2TDXar
#InvincibleVS#gamedev#realtimevfx#vfx
Sharing some of my favorite work from Kristala @ACS_Games. That I've been working for the last 4 years. It's been quite an experience with an awesome team! Super proud of what our small team achieved.
Out now on Steam, Epic, PlayStation, and Xbox!
https://t.co/bTGlFIx9Y0
#vfx
Invincible VS is out, Huge congrats to the Skybound crew!
Working closely with the talented team at Quarter Up, we provided VFX support on the project, helping define the VFX art style throughout development.
Check out our latest ArtStation posts and learn more: https://t.co/wdmorQINJw #gamedev #VFX #InvincibleVS
Happy #StarWars day!
It’s been two years since we released this Mandalorian short.
If you haven’t seen it yet, today’s the perfect day!
#MayThe4th be with you ✨
Did you know you could swirl your UVs using a Custom Rotator and Time multiplied by 2*pi? Pair this with refraction and you get a cool portal effect!
#realtimevfx#gamedev
Screen Space Particle Dissolve from my Coloso course Mastering the Mechanics of Advanced Niagara & Material VFX → https://t.co/tUTQstjjHM
This explains a screen-space technique to emit particles from a mesh and compares with the traditional Skeletal Mesh Location method.
Layered parallax in action 🔧
By transforming the view direction into tangent space, we can offset UVs with precision, giving full control over depth and blending #gamedev#VFX#realtimeVFX#UnrealEngine5
CONQUEST. HAS. ARRIVED.
Hope you prepared for his arrival, worms.
Pre-order the Deluxe Edition to secure the Year 1 Character Pass including Universa & Immortal.
One interesting fact about our new layoff assistance platform page is that the number of artists helped is a number that updates live after we approve an application for help.
JangaFX is giving artists who have lost their jobs free six-month licenses of its #realtime FX tools
If you were laid off in #gamedev or #VFX, you can now apply for licenses of #EmberGen, #LiquiGen, #IlluGen and #GeoGen via its new web portal
https://t.co/JDUyPhESRu
@JangaFX
I saw a few people made an upress setup for Pyro in houdini so i spend a few days tinkering around and made my own!
It works, but I don't think I'll be using this a lot. It's still much better to just get the details in the sim than any kind of upressing in my opinion, it's not worth it, and you can get odd looking shapes in some cases. more examples in the comments.
made based on this amazing paper:
https://t.co/3NKAMrdCjG