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Portal studies

These portals are part of a study proposed in a group and the objective was to show how with a basic structure we can create effects with a totally different visual.
This effect is composed by 3 meshes: a radial mesh with twisted edges to create the vortex, another radial mesh to show the destination and a mesh around, that looks like a vase to create the energy that flows to the portal. At the end the deadline was ending and I didn't added particle to this setup.
It was a nice opportunity to also check and compose with the assets from Quixel Megascans, and the funny part is that a few days after compose the structure of my portal, I found this work here that remembers a lot what I was doing. I hope Sébastien Volpe don't mind with the similarity, it was totally unexpected surprise. Here's his work: https://www.artstation.com/artwork/d0baWA

This was the first one. The entire structure here was based in this effect.

I love to the visual of sand. It's always magical.

Golden and blue are always a nice composition.

Fire is one of my favorite subjects. I always try to create some procedural fire behavior.

I was trying to create a blood visual. It's not perfect, but it's good enough for this setup.

All the variations.

the 2 meshes used to create the main visual here.

The basic structure.

The basic structure.

This is the collection where I took all the assets to compose the portal

This is the collection where I took all the assets to compose the portal

This is the basic shader create for the vortex around. The other 2 shaders used in this effect was basically variations from this one.

This is the basic shader create for the vortex around. The other 2 shaders used in this effect was basically variations from this one.

The shader for the image inside the portals.

The shader for the image inside the portals.

One of my favorite and simplest tricks, the procedural mask using UV coordinates

One of my favorite and simplest tricks, the procedural mask using UV coordinates

This is the setup of my mesh, I'm using the second one, but the UV map is the same for both. The distortion in the mesh is what gives the twisted visual.

This is the setup of my mesh, I'm using the second one, but the UV map is the same for both. The distortion in the mesh is what gives the twisted visual.