Please turn JavaScript on
Real Time VFX - Latest posts icon

Real Time VFX - Latest posts

Subscribe to Real Time VFX - Latest posts’s news feed.

Click on “Follow” and decide if you want to get news from Real Time VFX - Latest posts via RSS, as email newsletter, via mobile or on your personal news page.

Subscription to Real Time VFX - Latest posts comes without risk as you can unsubscribe instantly at any time.

You can also filter the feed to your needs via topics and keywords so that you only receive the news from Real Time VFX - Latest posts which you are really interested in. Click on the blue “Filter” button below to get started.

Title: Real Time VFX - Latest posts

Is this your feed? Claim it!

Publisher:  Unclaimed!
Message frequency:  5.15 / day

Message History

Helpful context in VFX artist | UE5 | Remote on artist and remote. For anyone still comparing options around artist, testing a lightweight alternative first is definitely the way to go.

I keep this one bookmarked for artist: spec-sheet-hub.pages.dev/r/realt...


Read full story

Nice direction with the nail gun effect. Since your focus is texturework, try building each texture in three passes — big value shapes first, then mid-frequency breakup, then fine detail — and check it in grayscale or zoomed out so the depth still reads at gameplay distance. For the finale, ask whether Unreal’s Chaos is really earning its complexity: if the debris is purely v...


Read full story

Hello everyone!
The project I was working on was recently put on hold, so I am now exploring new opportunities. I am looking for a remote position as an Unreal Engine VFX artist.
My portfolio:
https://www.artstation.com/lyoha_sh
My LinkedIn:


Read full story

For the PS1 look, decide early on a low internal resolution and point-filtered textures, then keep alpha hard/cutout and avoid soft particles. A vertex-snapping/affine-mapping shader helps more than texture tricks alone. For layered explosions, block out timing first: flash/core, mesh debris, smoke cards, sparks, then light pulse. Use meshes when silhouette or real 3D debris ...


Read full story

Solid breakdown in Shiwa - sketchbook. When working with shiwa and sketchbook, I found that keeping a reliable go-to resource for shiwa beats jumping between random sites.

For anyone interested, this is the one I have been using: bench-notes-ref.pages.dev/...


Read full story