On my own time and sometimes in school I have gotten interested in creating scenes and special effects in unity.
During one of my projects I got to create a shader for our environment that would make the texturing process easier. This shader was a triplanar blending shader. It allowed my texture artist to take 3 different textures and have them all on one material. Then using the polybrush tool, he would be able to draw where each texture would be and these would blend depending on their height to make a realistic effect. Example, sand would blend into brick, and grass. I used amplify to create this shader.Â
I then added other small features like the option to have a gradient (for our artistic direction) and to adapt perfectly each texture in its tiling and placement.Â
And as a last one, I took this shader and adapted it to create decals for some places in the world building.Â
Sampling textures and blending the albedo, normal, roughness, metalness and height.Â
Blend done using vertex colour
Passing the textures through a triplanar node
Creating custom decals for some walls.
During my last semester of my 3rd year I got to work on a project where the venue of the game was covered in ink. Another vfx artist and I got to play around a little with this substanec and also adapt it to our artistic direction. I got to work on the enemies and the player telekinesis as well as some small other things. These vfx were fun to play around with and the feeling they gave, and it took some time to make them stand out in a night environment. Here is what they look like.Â
Here is a little challenge I took on alone where in 16 hours I had to make a full controller from a spaceship, the spaceship and its environment (while trying to keep it a little aesthetic).
I made this in Unity, therefor I coded in C#.
This is a sneak peak into my next VFX project. I will be making it on Niagara Unreal Engine 5.Â
Here is the WIP in unreal engine 5 after about 2 weeks of work.Â
During september Riot games organised a VFX contest where anyone could join. There were certain guidlines that had to be followed. First, the VFX had to follow the artistic direction of one of their game. Second it had to be a projectile with an explosion. Third, it had to be handed in before the end of september. Lastly, it had to be fully my VFX, with no help.Â
I decided to go with the game valorant, and after some brainstorming here is the VFX I came up with. My idea was that a new agent would be a hunter. He would have abilities around his crowwbow and use his hunting birds to get his ennemies. In this ability, he charges a magical arrow and shoots it to his ennemies. It can only bounce once, and once it hits his ennemy he is dammed. He has a timmer sets on him till he dies. If his allies are in proximity of him when he explodes, they will be hit too by it and all explode.Â
A small VFX I worked on in a few days that let me practice movement through shader graph.Â
During this year I challenged my self to try and create a chain of events that create a spell with a shader of water. This effect could be used for a water spell of attack or I personally added the use of creating a smoke to block enemy vision. The whole of this special effects is done with shaders and particle systems.
VFX graph and a trail
VFX graph and Shader graph
Particle system and shader graph
Particle system and VFX graph
For this special effect, I was create a goo orb that would be the attack of our ennemies in our rogue like. I first started with just a black orb with a slight red effect. I then built ontop of it till i came to my final itteration that is shown under. This is all done in VFX graph.
This scene was created on unity using only the same tetrahed polygon over and over. I then added different lights and special effects using particle systems.
This special effect was created using various particle systems. It was my first complicated VFX. Out of it i learnt how to work well with particle systems. The colour isnt the best and I think I should have given more colour variation.
A lazer bullet
A hit shock wave
A wind current
All of the above were created using only particle systems. There were made for a platformer game project that I worked on for 4 months.
For the platformer, I had to make an electricity VFX. Here is a version in 2D animation that fits well but isnt modular and adaptable. The second is created using a shader graph added onto a line with some code to make the line follow a set of points.
This particle system was created with a shader graph added onto a line with some code to make the line follow a set of points.