David Dessantis

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David Dessantis

David Dessantis

@Derai01

Senior VFX artist @ Rebellion Developments

Oxford, United Kingdom 가입일 Ağustos 2016
485 팔로잉730 팔로워
고정된 트윗
David Dessantis
David Dessantis@Derai01·
Yo, I’m David, a realtime VFX artist based in Sweden. Started my journey in VFX little over a year ago and think I've progressed quite well :D Hope to continue to challenge myself! #PortfolioDay #gamedev #UE4 #unity
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David Dessantis
David Dessantis@Derai01·
Some good news, As of this month I'm officially a Senior VFX Artist @Rebellion Thanks to the leads for all the carrying they do, as well as the wonderful VFX team I get to work with every day. #Gamedev #VFX #RTVFX
David Dessantis tweet media
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Kenney
Kenney@KenneyNL·
@80Level Please consider not posting about these slop tools, we don't care.
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80 LEVEL
80 LEVEL@80Level·
Adobe has introduced a new function to Photoshop beta that allows users to rotate 2D objects, transforming them into 3D images. Read the details: 80.lv/articles/photo…
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Nick Seavert
Nick Seavert@nickseavert·
Recreated Arcane Orb from Diablo 3 for my next VFX news letter article about the VFX tech from D3. Lots of cool stuff coming together!
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David Dessantis
David Dessantis@Derai01·
@Kurie_vfx Np, thats what I would expect from it at least. Env effect would be less important and they mightve done it as a way to gain performance somewhere. Its genshin-like so im sure they gotta account for a lot of particles at once nomatter where you are😄
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Kurie
Kurie@Kurie_vfx·
@Derai01 Thanks for the insight! You’re probably right — it might be fading out earlier and getting culled when the camera gets close. And maybe the edge fade is also because elements near the screen edge are visually less important 🤔
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Kurie
Kurie@Kurie_vfx·
If you pan the camera from top to bottom at the same speed as the falling water, you can see what kind of texture is being used 😃
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David Dessantis
David Dessantis@Derai01·
@Kurie_vfx Most likely to avoid massive overdraw once inside the waterfall. The most particles are more of a "Further away" visual touch, but not as necessary inside. I guess they check if particles emitter is close to the edge and scale down accordingly to avoid costs My guesses :D
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Kurie
Kurie@Kurie_vfx·
Does the mist disappear when you get close to the waterfall to avoid blocking the player’s view? And why does it disappear when it gets close to the edge of the screen while moving the camera?
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David Dessantis 리트윗함
JangaFX Software
JangaFX Software@JangaFX·
I've been following Louis Rossmann for a while and am continually impressed and inspired with his views on business, selling products, and so on. He's brought up numerous times how companies will kill a software but remove access to said software, even if the users "own" it. In most recent news we've seen Adobe cancel Adobe Animate and because its subscription based, customers will completely lose access next year. In my opinion thats similar to killing games and is a shit move. In our own company we have a similar adjacent story. With our terrain and planet editor, GeoGen, we've more or less put the software on pause and though it gets periodic updates, we don't see a way forward to make it a commercial success and fund continued development considering we lost 99.9% of our investment in it. It has a few active users, it is a functional, useful tool that outputs great results and so its still available on our website and will continue to be. We've also completely killed a tool in our past even though a small number of people paid for it, VectorayGen. It seemed smart at the time to just sweep our first born software under the rug, but in hindsight, if we follow Louis's belief system it was a shitty move on our part to remove access to download it on our website. Granted, if people ask for the tool we usually try to provide an exe to it, but that's not super artist friendly. What sucks for artists who did enjoy the tool is it was the only real and easy way to generate vector fields for games and this is still the case to this day. So within the next month or two we'll recompile VectorayGen, rip out the licensing and put it up on our website, as is, free of charge. In the off chance someone needs a vector field, at least they'll have a moderately shitty way to do it than no way at all. In the future we hope that IlluGen will be a true successor and provide a wonderful modern vector field authoring workflow. Until then, VectorayGen will become available soon once again. No extended support or bug fixes from us, just provide the tool as is and restore availability to something that shouldn't have been pulled in the first place.
JangaFX Software tweet media
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David Dessantis
David Dessantis@Derai01·
@Tuatara_Games Well done Tuatara, been enjoying these in the environment since i picked it up last month. Def took a few glances at how well they work <3
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TUATARA
TUATARA@Tuatara_Games·
Check out our environment VFX support for Hunt: Showdown 1896. Huge thanks to Crytek and their incredibly talented team for the great collaboration. #VFX #realtimevfx #HuntShowdown
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Koola
Koola@Koola_UE5·
1 or 2 ?
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David Dessantis
David Dessantis@Derai01·
@nickseavert Also i believe parents want to help facilitate their kids interest, even if it might be the best approach. I wouldnt think much of it since i feel like its akin to a parent introducing an artist to a kid whos into musical instruments. If that kid wants to do music they will do it
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David Dessantis
David Dessantis@Derai01·
@nickseavert As a kid i never considered game development possible. I didnt know what it entailed or what part i could be in it. I didnt even know sweden made games until much later. The only reason I got into gamedev was by chance because i was pursuing a career in art.
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Nick Seavert
Nick Seavert@nickseavert·
One thing that sorta irritates me is when I meet someone new and tell them that I work more or less in the games industry. Their first response is usually "Wow, my kids would love to talk to you because they want to make games too". My first thought besides the fact that almost every parent I meet has told me this, is that when I was 12, I wanted to make games too. So that's exactly what I did. I did it and did it and did it and did it. You kinda have to be self sufficient and self motivated to do this sort of work, so if I have to step in and tell someone to go watch brackeys on YT, is that helping them if they didn't find it on their own in the first place? Should I be nice and push them in that direction or just tell their kid they need to sink or swim.
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David Dessantis 리트윗함
Matias Mahler
Matias Mahler@mahler_matias·
Some cool stuff can be made using Rigid Mesh Collision Query inside niagara now days
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David Dessantis 리트윗함
Jason Keyser
Jason Keyser@Keyserito·
During one of my early VFX reviews at Riot, a senior artist complimented me on a VFX I'd made. I shyly explained that parts of my effect were not original, but came from a VFX they'd made. They laughed and said their creations were creating new creations! youtu.be/BvHTR6Yt_Pk?si…
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CLIP STUDIO PAINT
CLIP STUDIO PAINT@clipstudiopaint·
Win a pen display✨ Giveaway day 3! Just follow & repost this post to enter. One person will win every day. Enter on other platforms for more chances to win! Ends September 17, 8:00 am UTC.
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David Dessantis 리트윗함
Beyond-FX
Beyond-FX@Beyond_FX·
🖌️ Quick Tip: Wispy Textures with Path Blur Learn how to breathe life into your Photoshop textures using the Path Blur tool. It’s perfect for smoky, wispy, and motion-filled effects, and is often overlooked! #PhotoshopTips #PathBlur #DigitalArt #VFX
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David Dessantis
David Dessantis@Derai01·
@Luos_83 Ctrl s is honestly muscle memory because of things like this. Really hurts when you lose that one hour of work though...
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Yoeri -Luos- Vleer
Yoeri -Luos- Vleer@Luos_83·
Niagara should not have to crash this often. - Duplicate emitter. Random Crash. - Change value. Random Crash. - Pressing spacebar to restart emitter. Random Crash. - Add module. Random Crash. crash crash crash crash. Some people dont have any problems at all, others:
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HaLu
HaLu@halu_vfx·
いつか使いたいSci-Fi🤖 #Substance3DDesigner
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