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Clough VFX Reel 2020

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Rain – Environmental particle to be placed above the player character to simulate weather without global raindrop effects. Will collide and splash onto surfaces. Uses simple mesh sprites to add to dimensionality of impacts. Maya, Unreal, Photoshop.

Hollow Knight Bench – Hand painted diorama, referenced particles from game to complete scene. Moth lamp is a subUV animated sprite. Modeled and textured all assets. Maya, Unreal, Substance Painter, Photoshop.

Deco Lounge – PBR diorama. Smoke effect is a scrolling material over a mesh, subtle dust particles added for ambience. Modeled and textured all assets. Maya, Unreal, Substance Painter, Photoshop.

Blaster – Weapon particle that collides on impact. Unreal, Photoshop.

Fruit Grower (3.5x speed) – A blueprint system that runs through the stages of pollination done as a personal project. Calculates pollination chance, fruit max size and ripeness window. Particles and meshes are spawned, scaled, modified and removed via blueprint. Scripted, modeled and textured all assets. Maya, Unreal, Substance Painter, Photoshop.

Global Heal – A character ability from the game Tuebor by Strength in Numbers Studios. This was self-directed, as there were no VFX directions to draw from. This is an ultimate ability cast by a fairy. Uses simple mesh sprites for petals around the character. It was paired with a burst of petals on healed allies. Unreal, Photoshop.

Heal Pad (Active) – An environmental effect from the game Tuebor by Strength in Numbers Studios. This was self-directed, as there were no VFX directions to draw from. This particle would activate while healing a character that was standing on a designated pad. Uses simple mesh sprites to encapsulate the character. Maya, Unreal, Photoshop.

Charged Dash – A character ability from the game Tuebor by Strength in Numbers Studios. This was self-directed, as there were no VFX directions to draw from. This is an ability cast by cyborg. It would remain active for the duration of the dash attack. Four meshes were pulled from directly from the animation and reduced for use in the particle. There was a mesh emitter for each, delayed to fire off as a simple animation from the sprinting character. Electricity is a subUV random sprite. Maya, Unreal, Photoshop.

Storm Shell – A character ability from the game Tuebor by Strength in Numbers Studios. This was self-directed, as there were no VFX directions to draw from. This is an ultimate ability cast by a storm elemental monk. The ability dampened damage received while damaging any opponents to enter the area of effect. Uses simple mesh sprites to encapsulate the character. Unreal, Photoshop.

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