Hi, this is a great video. I would like to ask you about the correct process for creating special effects. Do you first use the particle system to make a module, and then slowly create materials to replace the particles?
Wow, this video is so cool, i learn a LOT ! Really cool breakdown, i just start my journey, and hearing you say that the animation took you 1 month (well out of your free time) Hit me like a rock, 3D take time, a lot of time, but I'm often frustrated as a beginner, I need to learn to be patient and iterate instead of doing it over and over again!
Excellent stuff! Loved the video. One question, how did you make the 3 rotating balls around the effect? Was it done in one emitter? If so how did you manage to get it evenly spaced? Thank you in advance!
Hi there, can i ask you something, when you create the "concept" how you make it looking good? i see all stuff are perfect like be the texture of particle, from which stuff you start, much time you work in before start to block out?
Thanks! It's actually pretty rough compared to a proper concept for production. I'd say an afternoon for that concept? Since it's just a personal piece, as long as you have a clear picture of what you want to make, the concept can be as rough or polished!
@@geodraws y I'm at beginning of this work sector and every day I learn more and more, but sure I have problem with workflow, usually I have in mind what do but I'm not able to sketch it, yes is not stuff to learn immediately need years of study, but I want change from hobbyist to really worker. Anyway thanks maybe if you have some other tips or maybe is a good topic for eventually a video, I can't find videos of this topic
Really cool to see the process, fairly new to vfx in unreal so if you don't mind me asking: do you have any tips or good resources for learning how to animate in and out effects without creating a string of probably unnecessary modules and emitters? :)
Hmm you can use the default emitters in Niagara and try to tweak the parameters, but at some point you’ll need to learn how to use the modules for more custom behaviors. The unreal engine content example is a great resource to learn this!
Interesting.... The Blockout Face and the Final Din't Change "Shape" That Much instead it Change the Look... making it look/feel more AAA... Hmmm interesting... (Of Course adding the Initial Start up animation and the Ending Animations Where Magicly Pop in there xD)... And the Concept was Use more a Guidance of Shape and Figures (Something Like Sillouthe Drawing in character Design), Instead of Following to the Teeth xD... (i know Changes need to be Made for Gameplay Reasons xD like the Glow can't be hitting that high cause it will block FOV From the Player... etc) Takings notes... for Showig the Process on how Accomplish Such and Effect...
Hi, this is a great video. I would like to ask you about the correct process for creating special effects. Do you first use the particle system to make a module, and then slowly create materials to replace the particles?
thanks for sharing your process! Never would i thought of using blocking techniques on VFX.
Thanks for watching!
so useful to see these breakdowns, thank you! i have been binging your videos today, keep up with the good work 🔥
Thanks! Never thought my videos would be "bingable" lol, you must love VFX!
Thank you, Sir.
Great breakdown and effect! Reminds me of the ruined king valorant skin set. Hope to see more cool stuff from you.
I want that skin so badddddd
Cool man, thx for sharing.
Thanks! Glad you liked it 🙏
Wow, this video is so cool, i learn a LOT !
Really cool breakdown, i just start my journey, and hearing you say that the animation took you 1 month (well out of your free time)
Hit me like a rock, 3D take time, a lot of time, but I'm often frustrated as a beginner, I need to learn to be patient and iterate instead of doing it over and over again!
Thanks, glad it helped! And yes, VFX is hard and takes time, and it still is for me 😔 but you'll get better each time, so keep going!!!
Excellent stuff! Loved the video.
One question, how did you make the 3 rotating balls around the effect? Was it done in one emitter? If so how did you manage to get it evenly spaced? Thank you in advance!
There's a module called Rotate Around Point in Niagara, and I used the exec index of the particles as the phase so it's evenly spread out!
@@geodraws Thankx! Amazing work btw!!
Hi there, can i ask you something, when you create the "concept" how you make it looking good? i see all stuff are perfect like be the texture of particle, from which stuff you start, much time you work in before start to block out?
Thanks! It's actually pretty rough compared to a proper concept for production. I'd say an afternoon for that concept? Since it's just a personal piece, as long as you have a clear picture of what you want to make, the concept can be as rough or polished!
@@geodraws y I'm at beginning of this work sector and every day I learn more and more, but sure I have problem with workflow, usually I have in mind what do but I'm not able to sketch it, yes is not stuff to learn immediately need years of study, but I want change from hobbyist to really worker.
Anyway thanks maybe if you have some other tips or maybe is a good topic for eventually a video, I can't find videos of this topic
Really cool to see the process, fairly new to vfx in unreal so if you don't mind me asking: do you have any tips or good resources for learning how to animate in and out effects without creating a string of probably unnecessary modules and emitters? :)
Hmm you can use the default emitters in Niagara and try to tweak the parameters, but at some point you’ll need to learn how to use the modules for more custom behaviors. The unreal engine content example is a great resource to learn this!
Interesting.... The Blockout Face and the Final Din't Change "Shape" That Much instead it Change the Look... making it look/feel more AAA... Hmmm interesting...
(Of Course adding the Initial Start up animation and the Ending Animations Where Magicly Pop in there xD)...
And the Concept was Use more a Guidance of Shape and Figures (Something Like Sillouthe Drawing in character Design), Instead of Following to the Teeth xD...
(i know Changes need to be Made for Gameplay Reasons xD like the Glow can't be hitting that high cause it will block FOV From the Player... etc)
Takings notes... for Showig the Process on how Accomplish Such and Effect...
Sa Tuatara ka pala kya naman pla ang gagaleng~
thats nice, sadly not tutorial :(
😢aren't you gonna make an actual video of making it or similar to it.
I know 😩 I couldn’t come up with a way to explain every step clearly, but hope this helps too!