Still have to work on the impact. Not... powerful enough. x)
I actually don't really know how to make the impact with fireworks. I like the idea of using actual fireworks, but it's not powerful enough. My next try will be to add a dense light in the center, and maybe some smoke or something.
But the release is a more like I want it to be:
So, what do you think?
EDIT:
I'm thinking about just... removing Ezreal from the board, and making it an original hit spell. Like, you'd select the spell, click the target, and it'd summon a lot of rockets that'd lock the target, and all of them would hit it in a big "BIG" explosion... And maybe add some AOE around the target, like a shockwave or something. I'd have waaaay more freedom about the path the rockets could follow. I could even make them go high up and then go down and BOOM. I'm basically brainstorming again. xD
Made a TargetPoint, attached all the rockets to it, then animated the TargetPoint in the Matinee.
Then I animated each rocket separately to give a random feel. ^^
Really I just have a suggestion that you could try(not sure how difficult it would be)
All of the orange streaks become kind of statically uniform because they all take the same path to the object. It would be cool to see a sort of "stutter" in some of their paths, so when the final impact comes, it hits the target more like a staggered wave rather than one single impact.
Wow, Sirhaian! I definitely like the new Ezreal FX! The colors and firework-rockets theme is nice! Though, as THendersonVFX poited out, embers get a bit too far. )
I wonder how much particles/meshes is in the FX now (in runtime).
Yeah, I should take care of that too. xD
Also, this isn't Ezreal anymore.
It's more like some kind of unique spell for a non-existing champ.
I need to tweak everything now, as well as reduce how far the embers go.
Also, I should scale the rockets up. We just don't see them. Or I should reduce the distance between the caster and the target. Well, lots of tweaking in perspective. xD
I'm a bit divided between two opinions, though... Some people prefer the old FX, and some prefer this one. I don't know what to do. xD
Worked on the path. I'd like to speed up the beginning of the path, though. Will work on it.
(correcting the timing...)
EDIT
=====
A bit better here xp...
EDIT 2
======
Following some feedbacks, I'm iterating on the path.
(already my 60th .gif for this spell, btw... XD)
Still WIP. Need to modify the global path. xD
EDIT 3
======
Modified the curve. It feels more natural now.
Will change the channel a bit. At the end of it, right before the release, the symbols will adjust their position/rotation in order to aim in the same direction as the rockets path. Stay tuned~!
I think it should drop down a little faster. i like the slow build up while it reaches the highest point, but should probably land faster, witch much force.
A few suggestions about the Ezrael (fire effect whatever its called) effect.
First: for both the first version and the new version, I think you should have the fire/smoke texture be a bit sharper. AKA have there be less fading on it to give it a sharper look. I love the effect but that fire texture kinda ruins it for me. OR you could have it be a flipbook, or have a flowmap. Break up how oddly static it looks or make it cartoonishly static.
Second: On the fireworks effect, I feel like the kanji/rune comes in a bit too late in relation to when the fireworks launch. I think it would look better if the kanji looked like it was the catalyst that made the fireworks start. Kinda like pushing someone off a cliff, if that makes any sense.
A question I must ask tho, for both the cracked ground and the burning ground effects, how did you implement those? I saw you say something about world position decals, but my curiosity shall not be satisfied with 3 words. Of all of the effects, unassuming little things like that usually impress me the most (no idea why).
Thanks for the awesome feedback! =D
I'll take all of that in account.
I quickly abandonned the world position decals. ^^
For the cracked ground, I simply used pre-placed decals I activated one by one when the fire wave was passing over them. It was kinda cheaty, but hey, video games are all about cheating.
For the burning ground effect, I just used one decal I'd scale, following the trail.
I'm honored you actually managed to go through all my posts. xD
I'm quite the flooder here... ^^;
I'm currently having some problems with UE4, so my next WIP will probably take some time. Looks like using the blueprints broke everything. xD
Also, for the "smoke" texture, I'm just using a fast-made subUV. I'll change it later.
Huge update. Oh well, an update like the others. xD
Basically, I made it so that the rockets switch their "reactor", from the weak reddish one to the Uber blue one, as they start accelerating to their target in their final path segment.
Oh, I'll also start adding numbers to my .gifs. So that I don't lose trace of them.
I'll see if I can add numbers to the old ones too.
The last wip looks odd. The afterburners are too wide, and they separate from the rockets, so it looks a little odd to me. Also I don't know if the fireball and lingering smoke should be blue as well. I like the initial hotspot as hot blue, as well as the firework style embers/trails. Maybe try switching the just fireballs back to orange and see how it looks?
Thenderson, I'm not sure what you mean by the "fireball" here... I completely agree for everything else you said, but I don't really see what's the fireball in my vfx.
A quick test of what I think you mean:
Basically just switching most of the effects back to orange, excepted the trails (not visible here) and the initial explosion ? But the rest should stay orange, right ?
Amazing job man! Maybe you can add some impact scars on the ground around the sphere like you have done from the sphere on the left in the spell's emittion.
It's been on my list for a long time. xD
I kinda want this spell to be an AOE around the target. But I've been so busy trying to get a good base for this that I haven't found time for that part.
I'll work for school today, but I'll try to think about a nice decal for it.
Thanks for the feedback! ^_^
Nothing really new in this post, but I wanted to share those HD screenshots with you, so that you can see the effect in a better quality.
I'll probably make a new video soon, when I'll be done with the impact decal. ^_^
Is looking lovely dude!!!!!!!!!! great great! just a few notes here.
adjust the stlyzed smoke at the end (the ones that spreads after the impact). The curve of animation should be starting fast at the beggining and then slow it down until the last "pose" when they dissapear. Also they should be coming out a little bit early (just when the rockets impacts). Keep it up dude!
Replies
I'd love to start doing stuff like this
I think I'll research it after this contest is over
Still have to work on the impact. Not... powerful enough. x)
I actually don't really know how to make the impact with fireworks. I like the idea of using actual fireworks, but it's not powerful enough. My next try will be to add a dense light in the center, and maybe some smoke or something.
But the release is a more like I want it to be:
So, what do you think?
EDIT:
I'm thinking about just... removing Ezreal from the board, and making it an original hit spell. Like, you'd select the spell, click the target, and it'd summon a lot of rockets that'd lock the target, and all of them would hit it in a big "BIG" explosion... And maybe add some AOE around the target, like a shockwave or something. I'd have waaaay more freedom about the path the rockets could follow. I could even make them go high up and then go down and BOOM. I'm basically brainstorming again. xD
I'll try to add a swirly path to the end.
Also have to add the impact. Or well, modify it a lot. xp
Stay tuned~! ^^
Then I animated each rocket separately to give a random feel. ^^
Those are EXTREME wips. I'm working on them at the moment, so they'll be changed for sure.
EDIT:
=======
It's better with a depthfade... !!
EDIT 2:
=======
Late night WIP. Gonna keep working on this tomorrow. Still have to swirl that rocket path too. xp
Worked on the path this morning. Added the swirly effect at the end. Also made the trails longer.
And this gif is too fast. Gonna have to check why... ^^;
New WIP!
Titled: "COLORS!"
Well, I'm not sure about the colors. xp
But the impact is pretty much as I want it to be.
HD screenshot of the impact:
I'll leave them as they're now, then.
Thank you for your feedback! ^_^
What do you guys think of the path ?
Really I just have a suggestion that you could try(not sure how difficult it would be)
All of the orange streaks become kind of statically uniform because they all take the same path to the object. It would be cool to see a sort of "stutter" in some of their paths, so when the final impact comes, it hits the target more like a staggered wave rather than one single impact.
It could just be a flavor thing honestly though.
I'm gonna work on them once I'm back home from school. ^_^
Ah ah ah, joke aside, I'm gonna check this once I'm back home.
I wonder how much particles/meshes is in the FX now (in runtime).
Also, this isn't Ezreal anymore.
It's more like some kind of unique spell for a non-existing champ.
I need to tweak everything now, as well as reduce how far the embers go.
Also, I should scale the rockets up. We just don't see them. Or I should reduce the distance between the caster and the target. Well, lots of tweaking in perspective. xD
I'm a bit divided between two opinions, though... Some people prefer the old FX, and some prefer this one. I don't know what to do. xD
I'll keep working on this one, though. ^^
Thanks for your feedback!
Working on the trails, now.
EDIT
======
Also just modified the size of the rockets, so that they're visible. ^^
(correcting the timing...)
EDIT
=====
A bit better here xp...
EDIT 2
======
Following some feedbacks, I'm iterating on the path.
(already my 60th .gif for this spell, btw... XD)
Still WIP. Need to modify the global path. xD
EDIT 3
======
Modified the curve. It feels more natural now.
Will change the channel a bit. At the end of it, right before the release, the symbols will adjust their position/rotation in order to aim in the same direction as the rockets path. Stay tuned~!
Thanks for your feedback! ^_^
A few suggestions about the Ezrael (fire effect whatever its called) effect.
First: for both the first version and the new version, I think you should have the fire/smoke texture be a bit sharper. AKA have there be less fading on it to give it a sharper look. I love the effect but that fire texture kinda ruins it for me. OR you could have it be a flipbook, or have a flowmap. Break up how oddly static it looks or make it cartoonishly static.
Second: On the fireworks effect, I feel like the kanji/rune comes in a bit too late in relation to when the fireworks launch. I think it would look better if the kanji looked like it was the catalyst that made the fireworks start. Kinda like pushing someone off a cliff, if that makes any sense.
A question I must ask tho, for both the cracked ground and the burning ground effects, how did you implement those? I saw you say something about world position decals, but my curiosity shall not be satisfied with 3 words. Of all of the effects, unassuming little things like that usually impress me the most (no idea why).
In any case, continue the awesome work!
I'll take all of that in account.
I quickly abandonned the world position decals. ^^
For the cracked ground, I simply used pre-placed decals I activated one by one when the fire wave was passing over them. It was kinda cheaty, but hey, video games are all about cheating.
For the burning ground effect, I just used one decal I'd scale, following the trail.
I'm honored you actually managed to go through all my posts. xD
I'm quite the flooder here... ^^;
I'm currently having some problems with UE4, so my next WIP will probably take some time. Looks like using the blueprints broke everything. xD
Also, for the "smoke" texture, I'm just using a fast-made subUV. I'll change it later.
Basically, I made it so that the rockets switch their "reactor", from the weak reddish one to the Uber blue one, as they start accelerating to their target in their final path segment.
Oh, I'll also start adding numbers to my .gifs. So that I don't lose trace of them.
I'll see if I can add numbers to the old ones too.
What do you think of that iteration?
I love your idea, Simplastic, I'll give it a try.
Thenderson, I'm not sure what you mean by the "fireball" here... I completely agree for everything else you said, but I don't really see what's the fireball in my vfx.
A quick test of what I think you mean:
Basically just switching most of the effects back to orange, excepted the trails (not visible here) and the initial explosion ? But the rest should stay orange, right ?
EDIT
======
Tweaked a bit:
I'll also take this reference for the future WIPs: https://www.youtube.com/watch?v=AZeW3tjp49w&feature=youtu.be&t=58s
EDIT 2
======
Edited the texture for a more cartoony-style:
I might need to re-orient the rotations of the rockets, but that's just tweaking.
The gif:
Now, I've got a lot of work for school, so I won't post updates before some time.
I kinda want this spell to be an AOE around the target. But I've been so busy trying to get a good base for this that I haven't found time for that part.
I'll work for school today, but I'll try to think about a nice decal for it.
Thanks for the feedback! ^_^
Thank you! ^_^
Some previous screenshots I didn't upload:
I'll probably make a new video soon, when I'll be done with the impact decal. ^_^
Basically adjusted a lot of things. x)
Working on the decal for now...
adjust the stlyzed smoke at the end (the ones that spreads after the impact). The curve of animation should be starting fast at the beggining and then slow it down until the last "pose" when they dissapear. Also they should be coming out a little bit early (just when the rockets impacts). Keep it up dude!
I just made a video. I'll work on your feedback asap.
Here's the video I made today:
YOUTUBE LINK
I'd also like to modify the impact big particles that conflict with the ground... Makes the FX look really weird. Don't know how yet, though...
Fantastic work .. !!