Tuesday, November 28, 2023
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Mudu’s VFX Journey – Actual Time VFX


Hey there,

I’ve been lurking right here for some time and joined vfx apprenctice in october.
I’ve been toying with gamedev for some years now however wasn’t certain whether or not I needed to make a profession out of it or not. Seeing all of the superb work right here, on the vfxa discord and listening to encouraging perception on the job marketplace for vfx satisfied me to offer it a attempt.

I believed it will be enjoyable to archive my journey right here, so I can look again in any respect the work in a couple of years and see the progress.


The journey began in early october. I already knew a bit about recreation engines, programming, 3d modeling and illustration, so diving into the vfx apprenctice programs wasn’t too complicated. After going by a lot of the movies in a few week, I made this small impact to verify I might use niagara, blender and substance designer on my own.

Despite the fact that it was early in my journey I needed to focus immediatly on constructing results for a portfolio that I might convey to a studio. I’ve all the time been extra of a sensible recreation kind of man, so I made a decision to goal for results that will really feel at residence in AAA real looking video games.

Nonetheless studying the fundamentals of how VFX are made, at this level I used to be watching each VFX associated GDC movies I might discover, simply attempting to soak up as a lot data as attainable even when I couldn’t perceive a few of it. Writing down what software program the professionals use, how completely different techiques are known as… I spotted fluid and fireplace simulations have been a giant a part of real looking results and determined to study embergen first as that appeared just like the extra intuitive possibility.

Getting conversant in niagara at this level, I might create emitters and use the sequencer with no need an excessive amount of exterior assist. I spotted houdini might be an excellent software to study for modeling meshes and doing fluid simulations and dove proper in. After binging a couple of programs I knew the way to put collectively easy meshes and managed to created a water simulation mesh. I believe this impact has a pleasant block in, however attempting to make it visually interesting ended up being a bit an excessive amount of for my data on the time. I made a decision to shelf it and are available again to it later down the road.

Feeling fairly assured with niagara now (so long as I’m not attempting to do something too funky). This impact had me studying a complete bunch of blueprint, and was my first style of getting to provide you with intelligent answer to create an impact (making the portals seem in a dome formation). That actually cemented vfx as the right inventive format for me, a mixture of portray, animation, 3d modeling, programming. As somebody excited about all these issues however who thought I had to decide on one it makes me extremely completely happy that being a generalist is definitely a viable possibility on this trade.
I additionally made an alternate, single portal model of this impact. (51) Portal Shot VFX – YouTube

That is the primary impact I’d confidently name “finished”, and probably the primary one (chronologically) I’ll placed on my portfolio. It took a few week and a half to finish. Learnt a bit about houdini inflexible physique simulation.

That was a giant one. I actually needed to make an impact that might be interacted with. That meant studying extra about unreal, blueprints, the way to change materials properties at runtime… No surprise it took nearly a month to complete !

After spending so lengthy on the final impact, I simply needed to have enjoyable with a small impact. At this level I really feel like I do know sufficient issues to essentially have enjoyable with these results, and I’m in a position to provide you with an affordable answer to most concepts I provide you with. The factor to work on now’s actually polish. The primary few months have been spent on overcoming technical hurdles, and the subsequent wall is the inventive one. Creating good textures, realizing the way to mix parts collectively, nailing the timing, these are stuff you sadly can’t study solely from a tutorial, the one approach is to make impact after impact and progressively turn into higher and higher.


I actually need to thanks everybody on the VFXA discord for his or her nice suggestions. I study a lot from each interplay and I can’t wait to see what I’ll have the ability to obtain this yr !

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