New showreel - #RealtimeVFX#UnrealEngine, #Niagara, #Houdini and Fusion. With the exception of 1 DEM texture and a PBR set, all elements are scratch-built and hand-crafted, mostly procedurally.
#gamedev
And for something completely different - volumetric VFX and shading in #UnrealEngine fueled by the bits of #Houdini magic!
ALL SHOTS are completely interactive and captured at runtime in realtime.
#RealtimeVFX#gamedev
D is for Dreadnought Dream (aka Dreadnought Cloud) - the best wing-in-ground effect partner for your most exotic trips and unreachable destinations!
#conceptart#vehicledesign
B is for Black Crescent!
I've originally designed this one for our indie game Rust back in 2004 and then recreated with my new #procedural tools for the Flight Immunity art project and also to test the tools' flexibility.
I finally had time to assemble the hi-res renders for @FlightImmunity - 3D rendering itself took over a year, composited resolutions go up to 150MP, over 2000 image versions in the final batch - time to start posting some:)
And going from the top - A is for Allegoria!