@jinong_kim Profile picture

jinongKim

@jinong_kim

Tech artist / Game dev / VFX / 귀여운 용태리

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jinongKim Reposted

Yeah, okay... @UnrealEngine 5.5 MegaLights (tm) are officially just Stooooopid (tm).

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jinongKim Reposted

Check out this real-time Niagara sim! It uses Position-Based Dynamics, static volume textures to recreate the character's mesh, dynamically evaluated constraints and simulation stages. HQ: vimeo.com/425280683 #UE4Niagara #RealTimeVFX #UnrealEngine #Techart #VFX


jinongKim Reposted

Quick breakdown of the #Niagara effect 🧵 Please note that this effect only works for rigid skinning in current state. So, mainly useful for robots :p We can bake a section (arms) of skeletal mesh to perform custom skinning too, but that would get too complicated. #UE5

Tried using #Niagara to add a little more speed to the hit animations. Spawning particles based on bone velocity and bumping up the motion vectors. #UE5



jinongKim Reposted

Quick breakdown of the effect A unique approach for rendering #Niagara meshes without particles :) 🧵

Tried a #Niagara only setup to recreate @Vuthric's character impact effect. #UE5



jinongKim Reposted

Tried implementing a basic rain drip effect for skeletal meshes in #Niagara #UE5


jinongKim Reposted

More cutting edge Unreal goodness from ue5-main.... Whole Application UI can be custom scaled and is now stored as a custom preference... This is great for getting back some real estate. I like between 0.85-0.9.


jinongKim Reposted

衝撃波&氷マテリアル作成続き なんか色収差が変だなと思ったら、赤を基準に緑と青を動かしてた。緑を基準にしたらある程度自然な見え方になりました。検証しながら作成すると原理まで知れるので、こういう工程は好きです。 #UE5 #material


jinongKim Reposted

Eren #animation


jinongKim Reposted

素体モデリング完成まで あまり起伏を出さないデフォルメ系の平均的なモデルだと思う いつもここから見せたい(魅せたい)細部の割りを変えて味付けすることが多い テクスチャは例のごとく衣装ありきなのでつぎ! #3DCG


jinongKim Reposted

Promotional animation made by @TheLineStudio for Azuki. Full video >> thelineanimation.com/work/azuki


jinongKim Reposted

Sharing this beautiful breakdown by the amazing @pixelbutterfly! Foliage is my Achilles heel, I can barely make PS1 style grass, but after @LuizaTanaka explained the SpeedTree workflow, I'm sold :) Time to learn it. These tips are golden :)

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jinongKim Reposted

Our team @NVIDIA is looking for PhD research interns for fall/winter 2023 to work on 3D generative AI applications -- please send me your CV (via email) if you're interested!


jinongKim Reposted

Hi #PortfolioDay I like building worlds and exploring different styles in Unity.


jinongKim Reposted

気絶状態テスト。 あまりタッチしすぎると気絶します。 #screenshotsaturday #ragdoll


jinongKim Reposted

Hey, I'm Kirill, Real-time VFX Artist from Ukraine. Previously worked on Disney Melee Mania. Dissolving everything i can touch. Currently looking for remote job artstation.com/leshyjr linkedin.com/in/kirill-lesh… #PortfolioDay #madewithunity #realtimeVFX #gamede


jinongKim Reposted

Have you seen Suleidys spawn-a-bush ability in #ShadowGambit yet? Wanna see how we get from the boring source mesh on the left to this beautiful plant? Vfx breakdown time! 🧵


jinongKim Reposted

Summoners War : Chronicle Mobile Deferred Rendering Technique & optimization in mobile platform 서머너즈워 : 크로니클. 모바일 디퍼드 렌더링 테크닉 및 최적화 youtu.be/6q157dnt9fk #Com2uS #SummonersWar #chronicle


jinongKim Reposted

Niagaraを使った、疑似 SoftBody Simulationの作り方の解説記事を書きました! heyyocg.link/niagara-easy-s… 実際に動くデータもあるので、すぐにデータが欲しい場合は、こちらも覗いてみてください heyyohanashima.gumroad.com/l/rbtwx


jinongKim Reposted

339 chars #つぶやきGLSL for (O *= h; h < 3.; h++) for (int k; k < 25; O[int(h)]+=.008/(max(0.,abs(sin((length(v=a+(vec2(k%5,k++/5)-2.)*mat2(cos(t*.5+vec4(0,33,11,0))))*.2)*4. - t- h*.025)) + 2. * S(0., 2., length(a) - 2.) -.01)+ S(3., 0., length(a)) *.02*(sin(t+t-1.5)*.5+.5)));


jinongKim Reposted

exploring the #UE5 Electric Dreams project, I thought this was a rendering bug at first, but turns out it's an easter egg from the 'set it free' short (2015)


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