Thursday, November 30, 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 positive whether or not I needed to make a profession out of it or not. Seeing all of the wonderful work right here, on the vfxa discord and listening to encouraging perception on the job marketplace for vfx satisfied me to present it a strive.

I believed it could 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 way of a lot of the movies in a few week, I made this small impact to verify I may use niagara, blender and substance designer on my own.

Though it was early in my journey I needed to focus immediatly on constructing results for a portfolio that I may convey to a studio. I’ve at all times been extra of a practical recreation sort of man, so I made a decision to goal for results that will really feel at residence in AAA sensible 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 may discover, simply making an attempt 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 referred to as… I noticed fluid and hearth simulations have been a giant a part of sensible results and determined to study embergen first as that appeared just like the extra intuitive possibility.

Getting accustomed to niagara at this level, I may create emitters and use the sequencer with no need an excessive amount of outdoors assist. I noticed houdini could possibly be an excellent instrument 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 making an attempt 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 making an attempt to do something too funky). This impact had me studying an entire bunch of blueprint, and was my first style of getting to give you intelligent resolution to create an impact (making the portals seem in a dome formation). That actually cemented vfx as the proper inventive format for me, a mixture of portray, animation, 3d modeling, programming. As somebody keen on all these issues however who thought I had to decide on one it makes me extremely comfortable that being a generalist is definitely a viable possibility on this business.
I additionally made another, single portal model of this impact. (51) Portal Shot VFX – YouTube

That is the primary impact I’d confidently name “performed”, and more than likely 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 could possibly be interacted with. That meant studying extra about unreal, blueprints, the way to change materials properties at runtime… No marvel 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 actually have enjoyable with these results, and I’m in a position to give you an affordable resolution to most concepts I give you. The factor to work on now could be actually polish. The primary few months have been spent on overcoming technical hurdles, and the following wall is the inventive one. Creating good textures, figuring out the way to mix parts collectively, nailing the timing, these are stuff you sadly can’t study totally from a tutorial, the one method is to make impact after impact and step by step change into higher and higher.


I actually wish 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 be capable to obtain this yr !

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