I think if you move up the cloud/offense part of the spell farther above the sphere you will get some better readability, and your effect will look less squished. It seems like a lot of your hard work isn't as visible as it could be. Especially seeing how far up the user/channel goes.
Oh, I agree on that one! I'll do that.
Thanks for telling me. ^_^
By the way, for the Karthus ult, I'll need to get a look at blueprints. I'll keep you updated about it, since it's kinda new to me. I'll probably need some help if I can't find what I need on the internet.
EDIT 1
=======
Couldn't make it work with blueprints. XD
Gonna make it manually, then. Here's the first WIP:
Random strikes hit the ground and light it up for a few frames. Plus some rain. And yes, lots of particles. Gonna make it down down down. Was just for the sake of testing. xD
EDIT 2
=======
First .gif of the thing:
For now, it's waaaay too distracting. Gonna make them feel less important than they're right now. A bit like Blitz's passive. Also still have to move up the target's FX part.
EDIT 3
=======
Reduced the random strikes visibility, so that they don't interfere with the actual spell.
Looks like I have some kind of timing error with the main target's light. Gonna work on this... ;u;
EDIT 4
=======
Everything's looking better now that it's been moved up.
Woah! Neat!
But now discharge looks a way too heavy for this .. uhm .. a bit 'weak' channeling. I mean the energy burst needs to be more pronounced now, more powerfull to match that massive discharge and hit effect. Hope you get my drift.
I've just modified gif, so don't blame me for some desync with discharge and pic jitter.
What I tried to emphasize here is that 'ooooonnnnne... twwoooo... three!' timing in channeling.
I understand your point in your first comment, but I don't really get your .gif... ^^;
I'll see how I can give more impact/importance to the channeling.
Thanks again for your feedback! \o/
Anyway! Little news!
You can now watch me work for the project here:
==REMOVED==
EDIT
=====
I think I found out what you meant! That 3-2-1 feel. I'll try to make that!
Worked a bit on both ults. Just some tweaks, nothing that important.
Anyway! I was a bit bored today, so I made those mock-ups after a game on the PBE. For now, just for Ezreal. Working on Karthus ones.
I'd like to go as far as I can in the chinese style for this VFX. So, I'm leaving more references here!
I'd like to go more into the Golden/Red style, and use actual fireworks instead of """fire""".
School started again, and I have to work for my final year project. x)
So, I'll be a bit slower than usual.
I'm actually thinking about restarting this spell from scratch. I've learned sooo much since I started that it's now hard to work on it. I've got to clean absolutely everything, timing included. Sooo... I think it's better if I just restart it, considering my will to get as close as possible to a chinese/cartoon style.
I love both, but the Ezreal ultimate one feels really powerful to me.
The channeling is smart and clean.
I am just a bit unsure about the end of it, with the beast-thing spiraling up.
Imagine a few of those rockets acting a bit like the previous FireWave. A bit like a rocket barrage. (Yes, Jinx, I'm looking at you right now.)
Plus of course all the previous effects, like the chinese signs, and so on.
You're not the first to ask, and I'm surprised. .u.
It's all made in Photoshop. I have no idea if it is even possible to implement our own vfxs in LoL. xp
Well, it means my Mock-Ups are good, then. Thanks. XD
Did you just get screen grabs from LoL and then try to angle your effect to it as close as possible?
And it is possible. I know people make their own skins by altering the textures from the game. I've seen some streamers with custom skins and the effects are different too. There is a spiderman amumu and his bandage toss and curse of the sad mummy are webs O__o
I don't know how people do that though. I don't think you can add anything special, I think you can only add or modify the existing textures on the UVs. I'll look into it and let you know
Owa! I did know we could modify meshes and textures for champions, but I didn't know we could change anything for VFXs! Well, makes sense after all. x)
But Riot doesn't need us to implement anything in-game, so I think it'd be a bit useless to try it anyway.
And yes, I just played a bit on the PBE, made some screenshots, then adjusted my UE4 view. Then took hi-res screenshots from UE4 and put them in my Photoshop. And ta-da.
For the composition, I made it a bit "barbarian-style", though. Just made a light background on UE4 then imported a first screenshot and set it on darken. Then made a dark background, imported it and set it on lighten. Then I mixed both of them with masks and it was ready.
Yeah, you're on the right page. ^^
I'm basically testing new stuff, essentially ribbon particles. And I'll try to adapt this effect to the Ezreal one.
Like, replacing the "fire orbs" that travel to the target by those rockets, with a more dynamic approach than just a linear translation. xp
I'll have to work a lot on this in order to achieve something that looks good, but well, it's gonna be fun.
will all your particles be colliding at the same time, or will the true shot barrage hit followed by these smaller particles. Also i'm not sure if it was an accident or on purpose but there's like a quick pop in the begging of the animation.
MrNuget: It's because I started the gif a bit too early, the actual simulation starts a few frames later than it should have started. xp
Just ignore those 5 first frames. xD
CK.Shepherd: What do you mean?
Oh, and just so you know, I created a full backup of the "original" Ezreal FX, in case this version doesn't look good at all in the end. x)
First WIP of the mix. Nothing changed much. And it's still very WIP. Have to add the particles for the rockets, and make them move..... not in a extreme-linear-and-boring way.
Basically just replaced everything by the new rockets, and adapted the timing a bit. Now, I have to move the rockets, so that they don't travel in a linear path.
Owa! I did know we could modify meshes and textures for champions, but I didn't know we could change anything for VFXs! Well, makes sense after all. x)
But Riot doesn't need us to implement anything in-game, so I think it'd be a bit useless to try it anyway.
Nope, but I think it would be a fun project in the future, and great to have on a resume when applying to them (which I plan to do when I feel my work is good enough)
I'd love to make my own skins or vfx for champs to have in-game
Replies
Still need to work a bit more on the timing. xp
And I planned a few more effects. I'll keep you updated.
Thanks for telling me. ^_^
By the way, for the Karthus ult, I'll need to get a look at blueprints. I'll keep you updated about it, since it's kinda new to me. I'll probably need some help if I can't find what I need on the internet.
EDIT 1
=======
Couldn't make it work with blueprints. XD
Gonna make it manually, then. Here's the first WIP:
Random strikes hit the ground and light it up for a few frames. Plus some rain. And yes, lots of particles. Gonna make it down down down. Was just for the sake of testing. xD
EDIT 2
=======
First .gif of the thing:
For now, it's waaaay too distracting. Gonna make them feel less important than they're right now. A bit like Blitz's passive. Also still have to move up the target's FX part.
EDIT 3
=======
Reduced the random strikes visibility, so that they don't interfere with the actual spell.
Looks like I have some kind of timing error with the main target's light. Gonna work on this... ;u;
EDIT 4
=======
Everything's looking better now that it's been moved up.
But now discharge looks a way too heavy for this .. uhm .. a bit 'weak' channeling. I mean the energy burst needs to be more pronounced now, more powerfull to match that massive discharge and hit effect. Hope you get my drift.
I've just modified gif, so don't blame me for some desync with discharge and pic jitter.
What I tried to emphasize here is that 'ooooonnnnne... twwoooo... three!' timing in channeling.
I'll see how I can give more impact/importance to the channeling.
Thanks again for your feedback! \o/
Anyway! Little news!
You can now watch me work for the project here:
==REMOVED==
EDIT
=====
I think I found out what you meant! That 3-2-1 feel. I'll try to make that!
Gonna look into that.
Anyway, here's how my Karthus FX looks like for now:
Didn't work that much on it today. Worked on my Disintegration shader's explanation video: https://www.youtube.com/watch?v=xzLbAnjM9sI
I also made two little retrospective pictures that shows the progress.
Karthus
Ezreal
Gonna work a bit more on the Ezreal ult tomorrow. I want to add a little something, but dunno if it'll work as I expect it.
Anyway, stay tuned~! ^_^
Yeah, I thought it'd be interesting to see where I come from to see where I'm going to.
New update!
Worked a bit on both ults. Just some tweaks, nothing that important.
Anyway! I was a bit bored today, so I made those mock-ups after a game on the PBE. For now, just for Ezreal. Working on Karthus ones.
What do you think? Does it fit LoL or not? ^^
EDIT
======
And for Karthus:
- Modified most of the timing.
- Smoothed most of the meshes.
- Modified the "End Dragon".
- Added/Removed/Modified some particles effects.
I'm not sure about this end dragon. Tried to make it look like it starts flying up, but it looks weird.
Gonna work on that. ^_^
I'd like to go as far as I can in the chinese style for this VFX. So, I'm leaving more references here!
I'd like to go more into the Golden/Red style, and use actual fireworks instead of """fire""".
School started again, and I have to work for my final year project. x)
So, I'll be a bit slower than usual.
I'm actually thinking about restarting this spell from scratch. I've learned sooo much since I started that it's now hard to work on it. I've got to clean absolutely everything, timing included. Sooo... I think it's better if I just restart it, considering my will to get as close as possible to a chinese/cartoon style.
The channeling is smart and clean.
I am just a bit unsure about the end of it, with the beast-thing spiraling up.
Great work. Wish you good luck.
PS: Level 1 Ezreal using his ultimate. NP. Haha.
Ezreal is so powerful, he unlocks his ult at level 1!
I know that the beast-thing looking like a dragon isn't looking good, and I will rework it. ^^ Actually, I will rework everything, starting today. x)
Anyway, thanks for your feedback!
Yeah. First WIP. So, not really special. x)
Also testing out some "fireworks" effect on UE4:
Imagine a few of those rockets acting a bit like the previous FireWave. A bit like a rocket barrage. (Yes, Jinx, I'm looking at you right now.)
Plus of course all the previous effects, like the chinese signs, and so on.
I'll keep you updated as I experiment a lot.
EDIT
======
Second TENTATIVE WIP:
It's all made in Photoshop. I have no idea if it is even possible to implement our own vfxs in LoL. xp
Well, it means my Mock-Ups are good, then. Thanks. XD
And it is possible. I know people make their own skins by altering the textures from the game. I've seen some streamers with custom skins and the effects are different too. There is a spiderman amumu and his bandage toss and curse of the sad mummy are webs O__o
I don't know how people do that though. I don't think you can add anything special, I think you can only add or modify the existing textures on the UVs. I'll look into it and let you know
But Riot doesn't need us to implement anything in-game, so I think it'd be a bit useless to try it anyway.
And yes, I just played a bit on the PBE, made some screenshots, then adjusted my UE4 view. Then took hi-res screenshots from UE4 and put them in my Photoshop. And ta-da.
For the composition, I made it a bit "barbarian-style", though. Just made a light background on UE4 then imported a first screenshot and set it on darken. Then made a dark background, imported it and set it on lighten. Then I mixed both of them with masks and it was ready.
So now, just have to duplicate the thing and add everything back. ^^
Also added a trail to the rocket. Just WIP, though.
I'm basically testing new stuff, essentially ribbon particles. And I'll try to adapt this effect to the Ezreal one.
Like, replacing the "fire orbs" that travel to the target by those rockets, with a more dynamic approach than just a linear translation. xp
I'll have to work a lot on this in order to achieve something that looks good, but well, it's gonna be fun.
Now, gonna mix this with the Ezreal effect. Will probably take some time. xp
Just ignore those 5 first frames. xD
CK.Shepherd: What do you mean?
Oh, and just so you know, I created a full backup of the "original" Ezreal FX, in case this version doesn't look good at all in the end. x)
Basically just replaced everything by the new rockets, and adapted the timing a bit. Now, I have to move the rockets, so that they don't travel in a linear path.
Nope, but I think it would be a fun project in the future, and great to have on a resume when applying to them (which I plan to do when I feel my work is good enough)
I'd love to make my own skins or vfx for champs to have in-game
It's always nice and rewarding to experiment new stuff, and try things that sound impossible or "out of reach". ^^