I will do this challenge mostly for fun because I will use some pre-rendering stuff for my entry and I understand that is not the real goal of this contest.
I will use maya, realflow and fumefx for the FX part.
This is looking really nice!
I just tried Urgot yesterday, and I think he could use some love on his spells.
But I think this is a bit too realistic for LoL's style.
Too many fracture meshes. Try maybe less of them, and bigger ones, so that we can actually see it. Remember how "far" we are in the game from the spells.
Well, just my own opinion/feedback! ^^
This is looking good! Keep it up!
Oh yeah, I didn't see it in that way. Thanks for your feedback
I will do a "realistic" version of the 2 spells, that my goal from the beginning even if the jury wants "LOL like" effects. But your opinion is right and I will think about it ^^
For the size of the debris from the impact of the flask, I have some trouble with my workshop which is a bit bad... But I will try do add some big pieces in a secondary breaking simulation.
Any advice or else are welcome off course!
I work on the mesh of the fluid simulation right now, I will add some green smoke when the acid enter in contact with the sphere or the ground and this first Spell would be done.
I like the sim, but it feels a bit too thin/runny. I know that acids are just liquids, but for some reason, I feel like it would be a bit thicker. Like something that would be sticky, as to coat the person and give the missiles something to home in on.
I feel like this feedback isn't helpful, as I am at a loss of a real world liquid to reference what I'm imagining. I think the very fine droplets from the splash are throwing me off is all.
I do think the impact and initial splash look good though.
I'm using Realflow for this one, I don't try Bifrost yet because i'm still in the 2014 version of maya but I will tcheck it for sure!
Thenderson you're right! The acid has a bit of viscosity and I try to get this in the next part, the meshing. I will try to have a much more blobby and thicker mesh than this preview with the particles!
I have to resimulate my fluid for this first spell in the end. I have changed the viscosity, that's could be more like what we think of an acid fluid movement... A bad thing for a good finally.
On the other hand I'm working on the second spell. I've finished my first rigid body simulation and I think it's work pretty well ... Preview! :
I want to try to render all of this in Houdini, but I just don't know how to do it. I've learned this software for the challenge and I really want to explore all the options that it offer.
I will try and if I fail I send all of this (except the smoke that I will work on FumeFx directly in maya) in maya.
I'm working on Houdini, I just did the Acid simulation and the meshing on Realflow because it doesn't work on Houdini
But I import it on Houdini and now I create the smoke with PyroFx
I worked a bit on the second spell, I try to work with Flip simulation in Houdini for doing the water that go out of the ground in the impact but it's pretty hard.
It's looking really nice! And I like the colors too.
The release is fine, but my feedback would be that the whole animation is way too slow, especially for LoL. Imo, it should fall back on the ground, and spread, faster. ^^
The color just denotes Velocity, its not actually shaded yet. Its got some nice movement so far but I think he's right in that it is a little slow. The hang time seems to be a bit too long. nice work
Since I'm not sure where you are in the process, I don't want to point out the glaring obvious if you already plan to fix it. However, the pieces of the debris hang in the air far to long. I'm assuming that the pieces are metal and glass from the corrosive container that Urgot shoots out. In which case they would drop much faster.
I hope I'm not pointing out something you already have in the works.
Those water splash things are super frigin cool. Same with the barrel acid bomb. Though I feel the acid falling is quite a bit too slow. The water though... phew!
Thanks dude! Maybe you're right for the speed yes, both spells when the water/acid falls they are a bit too slow yeap. I will keep an eye on it for my futur simulations ^^
Replies
I'm learning Houdini right now and I think that I will participate on this challenge in this software and not maya.
I will work on those two spells from Nautilus and Urgot:
https://www.youtube.com/watch?v=UFbQ6SvYk18
(The videos are from the youtube channel: LeagueOfUpdate)
I've work a bit on the Urgot spell.
I've done the fracture of the flask and now I have to add the poison in it but it's pretty hard...
The playblast of the flask:
http://youtu.be/haDXEk6f3Iw
I just tried Urgot yesterday, and I think he could use some love on his spells.
But I think this is a bit too realistic for LoL's style.
Too many fracture meshes. Try maybe less of them, and bigger ones, so that we can actually see it. Remember how "far" we are in the game from the spells.
Well, just my own opinion/feedback! ^^
This is looking good! Keep it up!
I will do a "realistic" version of the 2 spells, that my goal from the beginning even if the jury wants "LOL like" effects. But your opinion is right and I will think about it ^^
https://www.dropbox.com/s/ktb45eerwyafwwk/Acid_Preview_View2.mp4?dl=0
For the size of the debris from the impact of the flask, I have some trouble with my workshop which is a bit bad... But I will try do add some big pieces in a secondary breaking simulation.
Any advice or else are welcome off course!
I work on the mesh of the fluid simulation right now, I will add some green smoke when the acid enter in contact with the sphere or the ground and this first Spell would be done.
I feel like this feedback isn't helpful, as I am at a loss of a real world liquid to reference what I'm imagining. I think the very fine droplets from the splash are throwing me off is all.
I do think the impact and initial splash look good though.
Thenderson you're right! The acid has a bit of viscosity and I try to get this in the next part, the meshing. I will try to have a much more blobby and thicker mesh than this preview with the particles!
Thanks for your coms
https://www.dropbox.com/s/3bw6a1epp7sv5df/Acid_Preview_Mesh_V2.mov?dl=0
I have a lot of shit that happen on the ground because some particles have dediced to follow their own way on this simulation.
I wiil try to avoid that in the meshing but I maybe I can't ... And if it's the case I should resimulate the fluid.
On the other hand I'm working on the second spell. I've finished my first rigid body simulation and I think it's work pretty well ... Preview! :
http://youtu.be/3PUIRF8eRSQ
I will had a fluids simulation for adding the water part of this spell.
Like always, i'm open to any critics and comments!
Some news, I've upload a part of the videos in Youtube because the player of Dropbox suxx a bit ...
Otherwise, I've redo the Acid simulation and meshing for the Urgot spell and I think it's much better now
A preview of the simulation with particles:
http://youtu.be/bWPB6qs3bRw
A preview of the meshing:
http://youtu.be/ccj_VQ3gwO0
I have make some preview of the fluid mesh with the rigid body simulation:
http://youtu.be/oZVXxbB4EwI
http://youtu.be/vyyEcxCYd3A
http://youtu.be/FdHOJEepHZU
And finally i'm working on the smoke of the contact between the Acid and the other stuff.
That's my first try:
http://youtu.be/Gn6GquBi60A
I'm currently working on this and on the water simulation for the Nautilus spell but it's a bit more tricky.
If you have any advice or critics, don't hesitate.
I want to try to render all of this in Houdini, but I just don't know how to do it. I've learned this software for the challenge and I really want to explore all the options that it offer.
I will try and if I fail I send all of this (except the smoke that I will work on FumeFx directly in maya) in maya.
But I import it on Houdini and now I create the smoke with PyroFx
https://www.youtube.com/watch?v=WpsZaenbEW0&feature=youtu.be
The release is fine, but my feedback would be that the whole animation is way too slow, especially for LoL. Imo, it should fall back on the ground, and spread, faster. ^^
But well, just my 2 cents, as some might say.
But still, I like them colors. xD
Thanks for your feedback! I will accelerate that
I have work a bit more on this water simulation
https://www.youtube.com/watch?v=FEm3PPPPfJQ
3/4 top:
https://www.youtube.com/watch?v=DYUpmdpfGiM
It's begin to work like I want. Now I have to merge this with my rigid body simulation and add a lot more particles with a replicator.
https://www.youtube.com/watch?v=zGaZ9hChpEs
I hope I'm not pointing out something you already have in the works.
My last update -> https://www.youtube.com/watch?v=ohm_1A_10PY&feature=youtu.be
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