Unreal Engine VFX Demoreel by Kegsfx

  Рет қаралды 15,604

kegsfx

kegsfx

Күн бұрын

Пікірлер: 36
@hyechan158
@hyechan158 Жыл бұрын
This is amazing! You must have put a lot of effort into this. Looking forward to your next project !
@Kmankeg
@Kmankeg Жыл бұрын
Thanks so much!! =D =D
@tigermehran
@tigermehran Жыл бұрын
Damn good
@kegsfx8603
@kegsfx8603 Жыл бұрын
Thanks so much!! =D =D
@Nicolas-f7s
@Nicolas-f7s Жыл бұрын
Dude, this is so fucking sick! Great job!
@kegsfx8603
@kegsfx8603 Жыл бұрын
Thanks so much!! Great encouragement for me! =D =D
@Nicolas-f7s
@Nicolas-f7s Жыл бұрын
Amazing -- keep up the great work!! Love it!!
@kegsfx8603
@kegsfx8603 Жыл бұрын
Much Appreciated!!! Great to hear =D
@rkrehe20
@rkrehe20 Жыл бұрын
great work especially love the party pastas
@kegsfx8603
@kegsfx8603 Жыл бұрын
Thanks mate! =D
@bratishmigel3740
@bratishmigel3740 Жыл бұрын
❤‍🔥❤‍🔥❤‍🔥❤‍🔥
@hieunguyentrung7134
@hieunguyentrung7134 Жыл бұрын
Great job. We love that very much ❤
@Kmankeg
@Kmankeg Жыл бұрын
Big thanks!! =D =D
@busesart
@busesart Жыл бұрын
amazing job man.hard work shows
@kegsfx8603
@kegsfx8603 Жыл бұрын
Thanks so much!! Very Encouraging =D
@knucklesbyname
@knucklesbyname Жыл бұрын
dude what the actual fuck. this is incredible...
@kegsfx8603
@kegsfx8603 Жыл бұрын
Haha, Thanks so much!!! =D =D
@nosirve9458
@nosirve9458 Жыл бұрын
wow!
@AboutJOB-dq6pj
@AboutJOB-dq6pj Жыл бұрын
the slpash vfx is nice!!
@hunterh3d
@hunterh3d Жыл бұрын
Great work, any tips on how to get UE to not crash on alembic import with very big alembic sim files? Like 30 GB+ and larger? Always seems to crash the importer when I go over that limit, and alembic cloth sims can get big obviously so
@kegsfx8603
@kegsfx8603 Жыл бұрын
Thank you! :) =D TBH I don't usually export such large files etc. However, there are a few general things worth trying and checking. Deleting all unused attributes, exporting less frames at constant topology (speed up export, slow speed playback), constant topology optimizations on import, breaking sims into sperate files, remesh (Houdini) with zero iterations and also trying VAT instead of alembics. Hope that helps :)
@hunterh3d
@hunterh3d Жыл бұрын
@@kegsfx8603 just read this and didn't know anything about VAT, I always felt Houdini might creep back up in my quest to get quality sims so haha, looks like that's where I'm headed. Thank you!
@MakcumVFXUA
@MakcumVFXUA Жыл бұрын
super!
@kegsfx8603
@kegsfx8603 Жыл бұрын
Thank you! :)
@wewantmoreparty
@wewantmoreparty Жыл бұрын
🤘
@rasbe7210
@rasbe7210 Жыл бұрын
wow amazing works! What method did you study through?
@kegsfx8603
@kegsfx8603 Жыл бұрын
Thank you! I studied a lot of Unreal Engine content in general, but I also have a special interest in "Houdini for games".
@MortalShores
@MortalShores Жыл бұрын
Impressive stuff! Was the foliage de-growth a geometry cache/alembic brought over from Houdini? Really love the Kena work, splash pack, and vascular bodies
@kegsfx8603
@kegsfx8603 Жыл бұрын
Thanks so much!!! 😊 It is made in Houdini and using VAT for the vertex position in Unreal. The growth aspect is using the uv space to just pan the texture (simple but effective). Martin Donald has a nice explanation of the format: kzbin.info/www/bejne/hIKYdZ-il92VsJY
@abhishgs9570
@abhishgs9570 Жыл бұрын
there s no better unreal fx tutorial in youtube. i wonder how ppl make such fx
@DommageCollateral
@DommageCollateral Жыл бұрын
hey how do you export those vellllum hairs, or are they rigged?
@kegsfx8603
@kegsfx8603 Жыл бұрын
The floating girl hair is of the same format as her cloth (unlike "groom" workflows), and can be exported in "standard" alembic and VAT formats.
@DommageCollateral
@DommageCollateral Жыл бұрын
@@kegsfx8603 hey, thanks for you reply. i mean the entrail mockup, i thought the trails are madee with vellum hair. but i guess its unreal hair.... it would take to many bones for me to rigg it...
@kegsfx8603
@kegsfx8603 Жыл бұрын
​@@DommageCollateral They are skeletal meshes.. "Too many bones" - you can using kinefx to procedurally generate the bones.
@DommageCollateral
@DommageCollateral Жыл бұрын
@@kegsfx8603 no i mean to many bones because of performance, but this also depends on the amount of affected vertecies per bone. i have looked at a few houdiny riigging tutorials and rigging seems to be a bit weird to me, coming from blender=> no presets. but on the other hand: blender rigging sucks when you have to set the bonesgroups manually. for example with unconnected bones =>(to much window switching millions clicks) but in houdiny you just can use a wrangle node and do that stuff manually
@DommageCollateral
@DommageCollateral Жыл бұрын
also the naming convention has to be right, so im not sure about that (when importing in gameengine)
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