Unity 3D | Unreal 5, VFX Artist
Practice
Bjørn celebrates life. Throughout the ups and downs of daily events he always celebrates happily. It’s his mojo. Check it out in his groovy Gym performance!…
A little test about to make ivy animation(grow) with houdini
Demon's Souls - Boletaria Lighting Part 1 I had the honor of being the Lead Lighting Artist on the Demon's Souls remake. I was responsible for all the lighting, atmosphere and color grading for Boletaria. Boletaria was particularly challenging because of how big it is and all the many vast open expanses there are. A huge thank you to Art Director Mark Skelton for his incredible art direction. Also a big shout out to all the Bluepoint Games artists. Boletaria is a huge world and it was worked on by many environment, material, concept, vfx, character and animation artists. Mark Skelton - Art Director https://www.artstation.com/madmanmark Michael Kahn-Rose - Lead Lighting Artist https://www.artstation.com/mkahnrose Christian de los Santos - Lead Environment Artist https://www.artstation.com/csantos Justin Wagner - Environment/Lead Material Artist https://www.artstation.com/jwag2014 Bob Wallace - Lead Character Artist https://www.artstation.com/daddyotis James Mestemaker - Lead VFX Artist https://www.artstation.com/m357y
"Come, take my hand! There is no wish of yours I can not grant, no desire I cannot fulfil. Forget your gods, your family, your loved ones. What can they offer you! I can give you more than you have ever dreamed of, I have such things to show you, such pleasures for you to taste! There is no love...
A school assignment i worked on last week (Artside Game Art School). It was my first time doing concept for fx and it was pretty fun ! Special thanks to Jeremy Vitry for this cool workshop and great feedbacks ! I do not own the girl's design, all credits to Jeremy Vitry ! As for the painted environment, I got inspired by Grace Liu's work! Link to Jeremy's Artstation https://www.artstation.com/kuru
Here are some VFX designs i made during an awesome workshop at Artside Game Art School with Jeremy Vitry as an instructor : https://www.artstation.com/kuru It was super cool to work on . I never thought I would love FX design this much !
Quick extract from Maison's editing & motion design reel. You can watch the full video on our ig: elle_him Follow @elle_him here and on ig for more 👀 #splitscreen #screeninscreen #conveyor #vfx #motion #motiondesign #cooltransition #transition #animation #coolanimations #digitalvisualeffects #editing #cinematography
💌 Love Letter VFX I've created during VFX Apprentice Bootcamp. - I wanted to do something insanely cute. My idea is an ability that one player uses as an emoji to show their love to another character. Hope you like it as much as I do! - Made in UE5. 3D letter model, Flipbook for Poof, 2D sprite and 3D curve mesh for sheets of paper.
Di recente ho visto la serie Tales From The Loop, e sono rimasto molto colpito dalla scelta stilistica fatta per questa serie, mi piace molto il punto di vista della regia, seguendo la straordinaria idea del concept artist e designer Simon Stalenhag specializzato in immagini digitali retro-futuristic incentrato sulla nostalgia della campagna svedese, alternando ambienti storici. Andiamo a scoprire il lavoro di VFX dietro Tales From The Loop stagione 1 in questo VFX Breakdown del lavoro di effetti speciali, VFX e […]
FYI: Blurry appearance was NOT my idea; I didn’t know the VFX would do that, my apologies.
Teaser for AltSpace Studio / Digital October Group. My Role: Idea, R&D,VFX, Particles Effects, Compositing.Sound design by EchoicAudio
Idea and creation – by Visual Bakery #wine #vineyard #summer #summertime #drinks #3d #3dart #3dillustration #graphicdesign #agencylife #holidays #snow #artwork #3dartwork #c4d #cinema4d #vfx #vfxart #cgiart #cgi
Unused Thargoid shield VFX I designed for the Interceptor ship. I love working on VFX concepts so I was quite excited when, a couple of years back, as we introduced the Thargoids as new enemies in Elite : Dangerous, we looked at what could their shield look like when hit during a fight. Those were my explorations : with the third variant, we had in mind that you would need a continuous fire to damage the Thargoid as it would rejuvenate afterward if not enough damages had been dealt! Since Thargoids ships are "alive" and somehow sharing a lot of similarities with sea creatures : I took inspiration from sea urchins and corals which shell turns white when dead and mixed it with the idea that the shell would melt like hot lava when hit, to then solidify again... then crumble! (Ship design by Ben Andrews) Game : Elite Dangerous Studio : Frontier Developments
Supercell Clash Royale Art & Creative Director: Julio Lopez Concept Idea: Julio Lopez Gameplay, VFX and tech implementation: Julio Lopez Ocellus Art team: Lookdev, Posing and Lighting Battle Banner Illustrations: Mooncolony Emote: Caramel Studio https://www.artstation.com/ocellusart https://www.artstation.com/mooncolony
Imagine roaming a dungeon and suddenly a suspicious loot box appears. Personal project sparked from the idea of a lootbox opening sequence gone wrong. Models, VFX and eye animation created by me inside Unreal Engine. Main animation of the chest by Josh Mucca.
Story idea is the central concept that the author wishes to portray through the narrative, characters, and settings. It's quiz time now! Let's see if you can get the answer right. Let us know your answer in the comments. At Arena Animation, we provide training programs for students in the field of VFX, Gaming and Animation. Enrol with us now! #FridayQandA #VFX #Gaming #Animation #Students #Comments #Story #Characters ##Arena #ArenaAnimation #CreativeFuture #WithMe #Learning #coimbatore #aren
This study came out of a VFX Friday challenge. The idea was to replicate the behavior of natural elements using simple square/cube shapes. The original challenge had a time limit of 1h and on that time I only managed to create the water cube without any of the materials, but that process got me so excited that I ended up spending all my free time on the past week creating the additional four elements. These constraints forced me to focus more on the animation principles behind each element, revisit some old problems, and figure out new solutions for them. Everything on the project was made in Unreal Engine 5.4 This study was a lot of fun, and I hope that with this breakdown I can give some knowledge back to the VFX community and inspire some of you guys to take on a similar challenge!