Thank you! ^_^
I probably won't have much time today for a new WIP (my teachers organized a retro-gaming party, so I'll join them ).
I'll keep you updated asap. ^_^
In Unreal 4 they replaced distortion with refraction. I haven't looked into it yet, still learing a few other things before I get to it, but here is the unreal 4 documentation for it: https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/MaterialNodes/1_14/index.html
OH I DIDN'T READ THE LAST THREE POSTS! sorry I noticed when I looked at the last animation again and was like, that looks like distortion or refraction after the impact :P
you might want to look into turning off the auto exposure in the camera also. You can do this by setting the min and max to 1, then adjust the bias to crank the exposure up or down. Might help for more consistent results. You might have to set this in your global post processing also, not sure. Lookin good btw!
Ah ah, don't worry!
It doesn't show up that much in that last gif, I'll make a new one soon. =p
I've been a bit busy yesterday, so couldn't really work on the fx. (But I ended third in a Mario Kart NES mini-contest, so it was worth it! \o/)
I will turn off the auto exposure, thanks! Didn't know how to do so either. xD
I also got a few new ideas for both effects. I'll keep you updated.
Love these!
With spell #2, it'd be nice to see the floor effect continue on past the sphere. -except for the middle part which would stop right in front as if to make it look like it was absorbed by the sphere.
Nice work Kevin, I like your effects but there seem to be some disconnect in style between them. The second one seems a bit more realistic compared to the first, electric one (I suffer from this myself). I would get rid of the distortion, I don't think it's required. I'm not a fan of the panning decal, I would leave it stationary, fade it off towards the sides more and only reveal it with a linear gradient below the main strike.
Another thing I would be wary of is particle counts. You seem to be spawning an awful lot of sprites in this second one, that might have been an issue in a production situation.
Aaah, thank you for this comment! *_*
I'm gonna look into all of this.
Yes, having the same style in both of them is really hard, especially as this is the first time I ever make VFXs... ^^'
I really wanted to make a distortion effect, a bit like Lux's Final Spark. But it doesn't look really good, so I'll either try to make it better, or I'll just remove it.
For the panning decal, yeah. I completely agree. I'll remove it.
About the particle count..... Yup. I will look into that too. I'll try to replace some particle effects by meshes.
Once again, thank you for your comment, it really helps. ^_^
EDIT:
==============
Looks like I now have a better distortion shader. Tried it and it looks WAY better than previously. Will upload WIPs soon.
Pfwa, I think I'll need some time to get a good cartoon render.
Current WIP:
EDIT: gonna work a bit on some personal projects, like this disintegration shader: https://www.youtube.com/watch?v=stMzazhP8ZI. Then, I'll come back to work on those two LoL effects.
Aww, thank you!
Yes, I am in my third year of general graphic design. Been studying in the video games field for one year now.
Thank you for your critique, highly appreciate it! \o/
Hello again, everyone! Today I am trying to get closer to Panda Annie's feel. I will rework most of the textures so that they get a nice cartoon style.
My first WIP would be this one:
As Riot would say, this is extremely tentative, and it will change. Just wanted to let you know about the progress.
Oh, and I'll completely rework the "lava" decal effect. Didn't really like it, so... I'll see what I can do to replace it.
EDIT 1
========
Easier to see what I'm trying to achieve:
EDIT 2
========
Adjusted some colors, so that the darker clouds aren't pitch black, but more "night blue".
I'm beginning to love cartoon.
A first .gif of the new version.
EDIT 3
========
I am planning to make a more chinese-styled Ezreal. Something like a Panda Fiery Ezreal. Like an Annie super-brother. Would be cool.
Anyway, ehem... I was thinking of spawning each Zodiac character when the flames are ignited in the channel phase. As in, the little zodiac character would pop, go up a bit and fade. Then, on the release, they'd all reappear, bigger and shiny.
Hmmm, maybe have the fire underneath your projectile trail behind it farther, instead of right underneath it? It may look good to have it right behind the inner curve, since nothing that is emitted while moving will stay directly next to it's source, unless it is emitting at a violently fast rate.
Also, how do you make gifs like this? Are you rendering out frames and then compiling them as a gif, or is there something that converts videos to them?
I've just been posting youtube videos of my updates, but I think this would be a better visual way to show off progress.
For the Gifs, I use "ScreenToGif". It's a free and easy-to-use little program. ^^
Here's the website for it: https://screentogif.codeplex.com/
Enjoy!
Oh and also. This program creates really big .gif files. You'd better make sure you first compress them on Photoshop or any other converting program before uploading them.
Also, for your symbols idea: instead of the charging fireballs in an arc, you could do a few symbols with a firey texture, then use distortion to give it the illusion of movement and heat. So you would have a flame symbol in the place of each fireball, scaled about the same, that flickered and waved a little
Thenderson: Its at least easier for me if there's just a gif in the thread since I'm just skimming these during pauses at work. But it is also pretty slow at the start.
Sirhaiain: This is looking really fun! I'm curious to see the symbols, see if it adds anything. Since you're going for a "chinese theme" like the annie skin I think your stylization is helping a lot Keep goin man! Looking good.
How it currently looks like with the particles. Each "orb" (don't know how to call them xD) will feature an unique zodiac symbol. I'd like to make them more visible. Gonna look into that.
A bit more readable already...
EDIT 2
=======
Actually, this gif is just for fun. Thought it was kinda funny to see how the characters just pop out like that, as in a Manga. xD I'll work on a better timing once the shaders and particles are fine.
EDIT 3
=======
Finally, I think it's not that a bad idea. Gonna look into that. Here's what I have for now:
My idea would be to make them fade in and move to their position, as if they'd "lock in".
Gonna work on the "Lock" effect for each kanji. I'd like to give that locked-in feeling. Like the Stargate when we enter the coordinates.
Anyway, I can't wait to hear your feedbacks on this. They will surely help A LOT. xD
Edit 1: I'm wondering if it's a good idea to use actual chinese kanjis for this. Wouldn't it be better to use some kind of runes or something ?
I'm having a few ideas to improve this effect, and I think I'm gonna push it as far as I can. *_*
Thank you!
I don't think I'll be able to win this... There are sooo many talented people out there... *_* I don't think I stand a chance. XD
And as I said waay earlier, I'm just doing this for the sake of training.
Anyway, here's my early today's WIP:
Basically just put some of my ideas from scratch and modified the chinese "runes", so that they still have the chinese feel, but without being pure chinese symbols. I think it looks better and it's more readable. But well, I'll still work on them, especially the big one.
Hello!
Great FXs, Sirhaian!
Regarding that chinese kanjis idea. You can try and make every next symbol a bit larger as they appear more toward the center. And the last one, the very central will be the largest and maybe let it go forward with fire wave through static symbols, like it pushes the wave, and goes a bit along slowly dissapearing. Hope you'll find this helpfull.
Gonna add particles that follow the Dragon symbol. Maybe meshes. Don't know yet, I'll see. Gonna fade the other ones more, so that the big one looks more epic and important.
Really like your Requiem of Thunder FX!
Although I think that channeling phase is a bit messy. It starts really nice, but then that part I've tried to picture on my lil sketch (fig.2), stops to evolve and it remains pretty still till the end. Of course there is texture anim's going but it's visible that the mesh is static.
To improve it you can make it evolve with the rest of effect. Like make it round at start and growing as the power is concetrated and fx progresses. As I tried to picture.
And maybe it just me, but I think this messy look comes from two big thick bursts of energy and that really quick 4th circle. Its motion barely can be seen, so it appear as blink and do not support the main idea of contraction. I think better to get rid of it. Or make it dilate synced with final burst.
As for two thick bursts it's better not to make this one large pre-final burst. Just condensate and maybe make two tiny-medium pre-burst (like on fig.3 on picture) in sync with circles. And then big final realese as it's now.
Hope you grab the idea! Anyway nice work. Keep it up! :poly121:
Woaw! :O
Thank you for this amazing reply. *_*
It surely helps ALOT! xD
I'm gonna look into this asap!
For now, here's my current Ez's WIP:
I still have to sync the little cylinder mesh light thingy that follows the circle. And to scale the small characters so that they're bigger in the center.
EDIT 1
========
Top
3/4 Top
For the trail, I'll use a world-position'ed decal. Stay tuned.
EDIT 2
========
Worked a bit on the trail. Wanted it really smooth, just as if the ground was burning, but not "breaking". Made it so that it looks like the ground got covered in ashes.
Replies
I probably won't have much time today for a new WIP (my teachers organized a retro-gaming party, so I'll join them ).
I'll keep you updated asap. ^_^
I'm gonna look into this!
EDIT: You made my day! I successfully integrated your material in my effect.
I'll post a WIP as soon as everything's done. ^_^
Many thanks!
I added the distortion effect (thank you again, Hakaeshar! ). Now working on the impact.
https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/MaterialNodes/1_14/index.html
OH I DIDN'T READ THE LAST THREE POSTS! sorry I noticed when I looked at the last animation again and was like, that looks like distortion or refraction after the impact :P
It doesn't show up that much in that last gif, I'll make a new one soon. =p
I've been a bit busy yesterday, so couldn't really work on the fx. (But I ended third in a Mario Kart NES mini-contest, so it was worth it! \o/)
I will turn off the auto exposure, thanks! Didn't know how to do so either. xD
I also got a few new ideas for both effects. I'll keep you updated.
And a new .gif:
Basically a color test. Don't know if it's better or not. Will revert if you think the old feel was better.
EDIT
======
Got some bad feedbacks about the blue gaz-like effect. Reverted it.
So, some new close-up gifs:
I'm tweaking the impact effect for now.
Basically trying out a few effects on it. Experimental.
EDIT:
==========
Tweaked a bit:
EDIT 2:
==========
Added a wallpaper/screenshot of my Fiery Ezreal. Just for fun.
With spell #2, it'd be nice to see the floor effect continue on past the sphere. -except for the middle part which would stop right in front as if to make it look like it was absorbed by the sphere.
I'll try to make that happen, thank you! ^_^
EDIT:
=============
Here it is
Click for a YouTube link:
Another thing I would be wary of is particle counts. You seem to be spawning an awful lot of sprites in this second one, that might have been an issue in a production situation.
I'm gonna look into all of this.
Yes, having the same style in both of them is really hard, especially as this is the first time I ever make VFXs... ^^'
I really wanted to make a distortion effect, a bit like Lux's Final Spark. But it doesn't look really good, so I'll either try to make it better, or I'll just remove it.
For the panning decal, yeah. I completely agree. I'll remove it.
About the particle count..... Yup. I will look into that too. I'll try to replace some particle effects by meshes.
Once again, thank you for your comment, it really helps. ^_^
EDIT:
==============
Looks like I now have a better distortion shader. Tried it and it looks WAY better than previously. Will upload WIPs soon.
EXTREMELY WIP
v1 - Very basic rework.
v2 - Need to scale everything right.
v3 - First "watchable" .gif.
Anyway, current WIP. Gonna work on this the whole day. Sleep is for the weak!
Oh, and yeah, I HAD a lot of particles. Went from about a 4000 max to a 300. So yeah, thanks for telling me to reduce the particles. xD
EDIT 1
============
EDIT 2
============
EDIT 3
============
Current WIP:
EDIT: gonna work a bit on some personal projects, like this disintegration shader: https://www.youtube.com/watch?v=stMzazhP8ZI. Then, I'll come back to work on those two LoL effects.
Your Fiery Ezreal effect is the strongest imo. Sorta has a Blizzard/Diablo 3 style too it.
Keep it up!
Yes, I am in my third year of general graphic design. Been studying in the video games field for one year now.
Thank you for your critique, highly appreciate it! \o/
I'm gonna restart working on those two effects really soon.
I'll post new WIPs asap. ^_^
My first WIP would be this one:
As Riot would say, this is extremely tentative, and it will change. Just wanted to let you know about the progress.
Oh, and I'll completely rework the "lava" decal effect. Didn't really like it, so... I'll see what I can do to replace it.
EDIT 1
========
Easier to see what I'm trying to achieve:
EDIT 2
========
Adjusted some colors, so that the darker clouds aren't pitch black, but more "night blue".
I'm beginning to love cartoon.
A first .gif of the new version.
EDIT 3
========
I am planning to make a more chinese-styled Ezreal. Something like a Panda Fiery Ezreal. Like an Annie super-brother. Would be cool.
Anyway, ehem... I was thinking of spawning each Zodiac character when the flames are ignited in the channel phase. As in, the little zodiac character would pop, go up a bit and fade. Then, on the release, they'd all reappear, bigger and shiny.
Maybe, looking a bit like this:
Just ideas, though. Tell me what you think of it!
Also, how do you make gifs like this? Are you rendering out frames and then compiling them as a gif, or is there something that converts videos to them?
I've just been posting youtube videos of my updates, but I think this would be a better visual way to show off progress.
For the Gifs, I use "ScreenToGif". It's a free and easy-to-use little program. ^^
Here's the website for it: https://screentogif.codeplex.com/
Enjoy!
Oh and also. This program creates really big .gif files. You'd better make sure you first compress them on Photoshop or any other converting program before uploading them.
EDIT
=======
It does look better! Thank you!
EDIT 2
=======
New .gif
EDIT 3
=======
I had that problem in early stages too. Quickly switched to Gifs. xp
I just finished creating all 12 textures for the kanjis. Now gonna try and make a nice shader for them.
Sirhaiain: This is looking really fun! I'm curious to see the symbols, see if it adds anything. Since you're going for a "chinese theme" like the annie skin I think your stylization is helping a lot Keep goin man! Looking good.
By the way, small WIP of the shader. Just made in those last 3 minutes, so still pretty rough:
A bit more readable already...
EDIT 2
=======
Actually, this gif is just for fun. Thought it was kinda funny to see how the characters just pop out like that, as in a Manga. xD I'll work on a better timing once the shaders and particles are fine.
EDIT 3
=======
Finally, I think it's not that a bad idea. Gonna look into that. Here's what I have for now:
My idea would be to make them fade in and move to their position, as if they'd "lock in".
Gonna work on the "Lock" effect for each kanji. I'd like to give that locked-in feeling. Like the Stargate when we enter the coordinates.
Anyway, I can't wait to hear your feedbacks on this. They will surely help A LOT. xD
Edit 1: I'm wondering if it's a good idea to use actual chinese kanjis for this. Wouldn't it be better to use some kind of runes or something ?
I'm having a few ideas to improve this effect, and I think I'm gonna push it as far as I can. *_*
I'm currently """"brainstorming"""" about my other ideas. I'll keep you updated asap.
Anyway its looking awesome man. I like the style
Gonna work on this tomorrow!
Well, I have one week without school, soooo.... Yah, I spend my whole time working on this.
I don't think I'll be able to win this... There are sooo many talented people out there... *_* I don't think I stand a chance. XD
And as I said waay earlier, I'm just doing this for the sake of training.
Anyway, here's my early today's WIP:
Basically just put some of my ideas from scratch and modified the chinese "runes", so that they still have the chinese feel, but without being pure chinese symbols. I think it looks better and it's more readable. But well, I'll still work on them, especially the big one.
EDIT 1
=======
Working on the big symbol:
Great FXs, Sirhaian!
Regarding that chinese kanjis idea. You can try and make every next symbol a bit larger as they appear more toward the center. And the last one, the very central will be the largest and maybe let it go forward with fire wave through static symbols, like it pushes the wave, and goes a bit along slowly dissapearing. Hope you'll find this helpfull.
Thank you for the comment and the idea! ^_^
Gonna work on this right now. >83
3/4 top:
Gonna add particles that follow the Dragon symbol. Maybe meshes. Don't know yet, I'll see. Gonna fade the other ones more, so that the big one looks more epic and important.
Although I think that channeling phase is a bit messy. It starts really nice, but then that part I've tried to picture on my lil sketch (fig.2), stops to evolve and it remains pretty still till the end. Of course there is texture anim's going but it's visible that the mesh is static.
To improve it you can make it evolve with the rest of effect. Like make it round at start and growing as the power is concetrated and fx progresses. As I tried to picture.
And maybe it just me, but I think this messy look comes from two big thick bursts of energy and that really quick 4th circle. Its motion barely can be seen, so it appear as blink and do not support the main idea of contraction. I think better to get rid of it. Or make it dilate synced with final burst.
As for two thick bursts it's better not to make this one large pre-final burst. Just condensate and maybe make two tiny-medium pre-burst (like on fig.3 on picture) in sync with circles. And then big final realese as it's now.
Hope you grab the idea! Anyway nice work. Keep it up! :poly121:
Thank you for this amazing reply. *_*
It surely helps ALOT! xD
I'm gonna look into this asap!
For now, here's my current Ez's WIP:
I still have to sync the little cylinder mesh light thingy that follows the circle. And to scale the small characters so that they're bigger in the center.
EDIT 1
========
Top
3/4 Top
For the trail, I'll use a world-position'ed decal. Stay tuned.
EDIT 2
========
Worked a bit on the trail. Wanted it really smooth, just as if the ground was burning, but not "breaking". Made it so that it looks like the ground got covered in ashes.
That's because I'm modifying everything all the time, following your critiques.
I think now I'll work a bit on the Karthus ult, and I'll see what I can do about what DA_Fox told me. ^_^
Made a small preview of my textures just for ya:
EDIT 1
=======
Modified the fume texture a bit.
Ezreal
Karthus