this is dope and i would also love to see you breaking down vfx from the most iconic attacks from history game. This would be a major change in ur channel because u would attract gamers and game developers that are interested in the behind the scene.
Hey Gabriel I just wanted to say as a long time subscriber and someone who worked on Hollow Knight and with Team Cherry it was great to see you have a HK themed phone case! Took me by surprise. Also I really like this style video too. Keep up the great work!
@@graig2558 Thank you! Ahah glad you notice my phone case! Love Hollow Knight and it’s super cool from you to drop a comment thanks! What did you work on, out of pure curiosity?
I don't watch your tutorials much these days, I prefer to use the knowledge you've taught to experiment. I immediately clicked on this video though, and it became clear just how much I love VFX theory from you. I would really like to see more theory based videos in the future!
OMG! I'm a huge fan of your videos and tutorials!!! Love that you not only explain how to do stuff but why! This video is great to understand more about the theory! I definitely have the bell on so I get notification everytime you post!
Aye! I've watched and followed your awesome videos and it's my first time seeing you talk to the camera. Your videos are a ton of fun to follow, and you deliver them with a great sense of humor so seeing you talk in the camera enhances the experience. I've been busy with the programming part of game development recently but look forward to learning more about VFX from you. This type of video looks great! Awesome stuffs as always!
Hi, I followed your spawn effect on my game but it has skybox and day time. So the effect is looking very dull. Any solutions for that? I tried to increase intensity and everything but it is not glowing bright in directional light and skybox lit
Awesome Video. I´ve purchased a Udemy course from you and i don´t regret. (won´t be the last) Your explanations are so clear, and not only the techniques, but why you use them, too. Thanks for this kind of videos. It really helps and inspires!
Nice video. But I wonder what exactly the work of a vfx artist looks like? I mean, how does it start, are you given a concept or do you have to come up with the effect yourself. In what form do you submit the project?
Great question. There's both! There's concept artists that do vfx art among other concept art, and there's also vfx artists who plan and sketch there vfx before producing them.
Hey Gabriel, me again! haha Gabriel, a topic that I have a hard time to find out is about VFX Graph performance. I know that is aims for high end platforms (right?), but how much? It's impossible to use it in mobile games or just need to use in a smart way? 5 different VFX Graphs has the same performance as one VFX graph with 5 output systems? Things like that! :) maybe this is a interesting topic for a video? I can't thank you enough for you videos and Udemy courses! I'm creating VFX that I never though I'd be able to already! :D it's so cool!
It's an interesting topic indeed, I might compile a few good practices for performance improvements and put it into a video in the future. Thanks glad it's helping out. Keep on learning you are on a good path, giving credit is also very much welcome and a way to show appreciation. Abraço continua!
@@GabrielAguiarProd How would you do something like that? I was thinking about an exposed buffer for all the particles locations, and an event to emit the newest particle at the newest location. Any other ideas? How do I even use or reference those graphics buffers in a script?
Hi, I really like your channel and I found it very useful. Have you considered making tutorials for less stylized but more realistic effect? Like making realistic explosions for example? Thanks for this awsome video!
The problem with realistic effects is the time it takes to polish, and for a tutorial format it's a bit hard to fit everything inside. But, it might happen for a course for example.
Well Particle System and VFX Graph are both particle systems to control particles. Shader Graph is a different tool that allows to create shaders/materials. With that being said, to put it simple, Particle System works on all platforms since it runs on the CPU. VFX Graph doesn't work on low end platforms that don't have a GPU, since it runs only on GPU. VFX Graph, by working directly in GPU, is much faster and lightweight, enabling us to spawn a lot of particles without much trouble. Plus, we have much more control over the particle when compared to the Particle System. There's a few more things but that's essentially it, hope it clarifies a bit.
Most of high end trick on real time are pre rendered bake texture on sprite sheet or vertex, because it took less time for the gpu and cpu to compute , thats why there team for VFX cause it's time consuming , the polycount is also important but less and less since unreal 5 can do that on static object not animated, they still devellop adaptive subdivision also in Unity, LOD should be a thing of the past in a near future.
Hi, Gabriel! Would you be interested in making a video about dust? Maybe it sounds silly, but I'm talking about dust effects that feel good, smooth and responsive to player input.
Gabriel, I've been aiming to become a tech-artist, but it seems to be very a very fine line between being a VFX effect artist and a tech-artist that focus on VFX. So I have two questions: 1. VFX artist and a tech-artist who focus on VFX are the same role? 2. It's fine for a tech-artist don't focus a lot on rigging, tools programing and focus more on VFX by studying particles, shader programming and etc? Or this would be a VFX artist instead? Great video, once again! I am taking your begginer particle course as I have already studied shaders and I'm loving it! :) Also, you mentioned that we could probably make a game using only particle system and indeed somebody already did it ua-cam.com/video/kS2-eNTl3Ds/v-deo.html haha
I knew it! I knew someone out there would eventually do it ahah thanks for sharing! Well personally I think the line between VFX Artist and Tech Artist is very thin, but that's me. Although there's VFX Artist that won't do Tech Artist work and vice-versa. Here's why. Some VFX Artist don't understand at all shaders, leaving that part to a Tech Artist for example. But a Tech Artist might not know how to illustrate at all, hence not being able to create flipbooks for example. VFX Artist focus more on conceptualizing the effect focused on gameplay, creating the asset from scratch, textures, 3d models and then do all the particle system focused work. But he might use shaders from a Tech Artist for example, or other tools created by a Tech Artist. Hope this clarifies a bit, I think knowing both is the best and the way to go.
Let me know if you guys enjoy this new type of videos and wanna see more content like this!!! 🥳🎉
*Puts Wizard Hat on and flies away* 🧙♂
this is dope and i would also love to see you breaking down vfx from the most iconic attacks from history game. This would be a major change in ur channel because u would attract gamers and game developers that are interested in the behind the scene.
Hey Gabriel I just wanted to say as a long time subscriber and someone who worked on Hollow Knight and with Team Cherry it was great to see you have a HK themed phone case! Took me by surprise. Also I really like this style video too. Keep up the great work!
your channel is great, no one is really doing VFX graph stuff and you've settled into a good way of teaching.
@@Damian_DH that is an interesting idea yeah, I can see that happen
@@graig2558 Thank you! Ahah glad you notice my phone case! Love Hollow Knight and it’s super cool from you to drop a comment thanks! What did you work on, out of pure curiosity?
I don't watch your tutorials much these days, I prefer to use the knowledge you've taught to experiment. I immediately clicked on this video though, and it became clear just how much I love VFX theory from you. I would really like to see more theory based videos in the future!
Finally the perfect video to explain my mom what's my job!
Thanks a lot for all your content :)
Fantastic video Gabriel!
OMG! I'm a huge fan of your videos and tutorials!!! Love that you not only explain how to do stuff but why! This video is great to understand more about the theory! I definitely have the bell on so I get notification everytime you post!
I like this format a lot Gabriel, knowing the core of VFX helps to have more creative freedom when creating them. abraços
Obrigado! Glad you enjoyed it!
Aye! I've watched and followed your awesome videos and it's my first time seeing you talk to the camera. Your videos are a ton of fun to follow, and you deliver them with a great sense of humor so seeing you talk in the camera enhances the experience. I've been busy with the programming part of game development recently but look forward to learning more about VFX from you. This type of video looks great! Awesome stuffs as always!
Thank you so much, glad you enjoy my work! Good luck with your game btw!
Awesome Video!
Hi, I followed your spawn effect on my game but it has skybox and day time. So the effect is looking very dull. Any solutions for that? I tried to increase intensity and everything but it is not glowing bright in directional light and skybox lit
It's very good and knowledgable. Thanks for making this video.
You are welcome! Had a tone of fun doing it.
my go to man when i want to make my game look pretty
Best teacher 🎉
Relaxing Video :D OMG
Great content thank you ✨
Holy crap it actually worked!
Your channel is awesome! Thanks for all the work
My pleasure!
I love your channel. Thank you.
Thank you too!
매번 너무 감사합니다. 그리고 존경합니다.
Awesome Video. I´ve purchased a Udemy course from you and i don´t regret. (won´t be the last) Your explanations are so clear, and not only the techniques, but why you use them, too. Thanks for this kind of videos. It really helps and inspires!
Awesome, thank you! Happy to hear that!
I appreciate your work ... your tutorials are very helpful
Glad they are!
I'm a big fan
Nice video. But I wonder what exactly the work of a vfx artist looks like? I mean, how does it start, are you given a concept or do you have to come up with the effect yourself. In what form do you submit the project?
That is a very good question and might be a topic in one of the upcoming videos.
Você usa houdini? Estou meio perdido por onde aprendo o workflow de games.
Interesting vid man, one question, do vfx concept artist exists? or the one who makes concepts are the real-time vfx artist like yourself?
Great question. There's both!
There's concept artists that do vfx art among other concept art, and there's also vfx artists who plan and sketch there vfx before producing them.
Hey Gabriel, me again! haha
Gabriel, a topic that I have a hard time to find out is about VFX Graph performance. I know that is aims for high end platforms (right?), but how much? It's impossible to use it in mobile games or just need to use in a smart way? 5 different VFX Graphs has the same performance as one VFX graph with 5 output systems? Things like that! :) maybe this is a interesting topic for a video?
I can't thank you enough for you videos and Udemy courses! I'm creating VFX that I never though I'd be able to already! :D it's so cool!
It's an interesting topic indeed, I might compile a few good practices for performance improvements and put it into a video in the future. Thanks glad it's helping out.
Keep on learning you are on a good path, giving credit is also very much welcome and a way to show appreciation. Abraço continua!
Why do you prefer Unity over Unreal when making VFX?
Would it be possible to use VFX graph for a game like scanner sombre?
Yes it would
@@GabrielAguiarProd How would you do something like that? I was thinking about an exposed buffer for all the particles locations, and an event to emit the newest particle at the newest location. Any other ideas?
How do I even use or reference those graphics buffers in a script?
man I'd really like to learn how to make stuff like this in blender
Hi, I really like your channel and I found it very useful.
Have you considered making tutorials for less stylized but more realistic effect?
Like making realistic explosions for example?
Thanks for this awsome video!
The problem with realistic effects is the time it takes to polish, and for a tutorial format it's a bit hard to fit everything inside. But, it might happen for a course for example.
I like the added "fuck" in that thumbnail
When would you use Particle System vs VFX/Shader Graph?
Well Particle System and VFX Graph are both particle systems to control particles.
Shader Graph is a different tool that allows to create shaders/materials.
With that being said, to put it simple, Particle System works on all platforms since it runs on the CPU. VFX Graph doesn't work on low end platforms that don't have a GPU, since it runs only on GPU. VFX Graph, by working directly in GPU, is much faster and lightweight, enabling us to spawn a lot of particles without much trouble. Plus, we have much more control over the particle when compared to the Particle System.
There's a few more things but that's essentially it, hope it clarifies a bit.
Im curious how you handle visual fx when the game is in pure saturated daylight as all your tutorials are for dark games
Mostly create contrast with dark colors. Combining Alpha Blended shaders with Additive for example.
Most of high end trick on real time are pre rendered bake texture on sprite sheet or vertex, because it took less time for the gpu and cpu to compute , thats why there team for VFX cause it's time consuming , the polycount is also important but less and less since unreal 5 can do that on static object not animated, they still devellop adaptive subdivision also in Unity, LOD should be a thing of the past in a near future.
Hi, Gabriel! Would you be interested in making a video about dust? Maybe it sounds silly, but I'm talking about dust effects that feel good, smooth and responsive to player input.
I can't guarantee I will do it, but I added it to my list of video ideas. :)
endorsent of the second option but it does exist.
Gabriel, I've been aiming to become a tech-artist, but it seems to be very a very fine line between being a VFX effect artist and a tech-artist that focus on VFX. So I have two questions:
1. VFX artist and a tech-artist who focus on VFX are the same role?
2. It's fine for a tech-artist don't focus a lot on rigging, tools programing and focus more on VFX by studying particles, shader programming and etc? Or this would be a VFX artist instead?
Great video, once again! I am taking your begginer particle course as I have already studied shaders and I'm loving it! :)
Also, you mentioned that we could probably make a game using only particle system and indeed somebody already did it ua-cam.com/video/kS2-eNTl3Ds/v-deo.html haha
I knew it! I knew someone out there would eventually do it ahah thanks for sharing!
Well personally I think the line between VFX Artist and Tech Artist is very thin, but that's me. Although there's VFX Artist that won't do Tech Artist work and vice-versa. Here's why. Some VFX Artist don't understand at all shaders, leaving that part to a Tech Artist for example. But a Tech Artist might not know how to illustrate at all, hence not being able to create flipbooks for example.
VFX Artist focus more on conceptualizing the effect focused on gameplay, creating the asset from scratch, textures, 3d models and then do all the particle system focused work. But he might use shaders from a Tech Artist for example, or other tools created by a Tech Artist.
Hope this clarifies a bit, I think knowing both is the best and the way to go.
@@GabrielAguiarProd Coool! Thanks for the answer Gabriel! xD really helped!
hello handsome🌹🙂