It's done and submitted! Here's the final video (watch it in 1080p@60fps!):
[ame]
http://www.youtube.com/watch?v=Nyg9RFOVIjk[/ame]
Thanks everyone for the feedback!
Please let me know if you have any questions or comments.
Everything made inside Unreal Engine 4, 3ds Max and Substance Designer.
Original post:
Hi everyone!
I decided to give this a shot, a bit of a late start but there's still time
My idea for the first effect is a crystal attack (not ice!) that perforates the victim and explodes afterwards in a million tiny pieces, while shielding the attacker.
I'd like to keep the effect simple and quick, to be able to play a bit with shaders on the crystals.
I'm looking for something that looks clean, geometric, inorganic, animated in a more step-key style, to create a contrast with the second effect.
Here's a small ref board for the crystals and the first blockout of the effect in Max. Will execute the final one in UE4.
[ame="
http://www.youtube.com/watch?v=i18xr8TivxE"]RiotVFX Preview 00 - YouTube[/ame]
I'd love to hear all kinds of feedback. Thanks!
Replies
Here's the first blockout of my second effect:
[ame="http://www.youtube.com/watch?v=384Q_OsaMco"]RiotVFX Preview 01 - YouTube[/ame]
The idea behind this one is to make some oily snakes that slither around and crush the opponent that dissolve themselves afterwards, to make a good contrast with the sharp, clean and stiff nature of the crystals.
Any thoughts?
Also interesting movement ! Did you use only Ue4 for those animations ?? (I'm new and i want to learn about it...)
and for the crystal one, i would suggest to leave some fragments around the target sphere after explosion ??
gotta speed up!
[ame="http://www.youtube.com/watch?v=e6E9FP2rXKc"]RiotVFX Preview 02 - YouTube[/ame]
Next step will be transferring the blockout animation to the new meshes!
This is a crappy capture of the effect in it's actual state. After adding particles and such I'll need to do some retiming so it reads a bit better. And also need to figure out how to capture proper videos with Matinee. Any thoughts on this?
[ame="http://www.youtube.com/watch?v=8sIKvOtVv9A"]RiotVFX Preview 03 - YouTube[/ame]
Here's the latest video:
[ame="http://www.youtube.com/watch?v=3Lqp9MyycGE"]Crystal VFX MatineeActor 1 60fps 1920x1080 0 - YouTube[/ame]
I think I'm about done with this, need to hurry up and get the second one going!
[ame]http://www.youtube.com/watch?v=7dVHcv-9HBE[/ame]
[ame]http://www.youtube.com/watch?v=Enu5GRUL0eo[/ame]
Not much time left so I'll do a final round of polishing before wrapping up. Any thoughts on it?
[ame]http://www.youtube.com/watch?v=jyJ8y2B7muk[/ame]
Might have time to squeeze a few last minute changes tonight, but now the priority is getting everything packed up and ready to submit
I've been getting lots of questions about the snakes, so I'm writing a quick explanation here:
I made the blockout animation using splines and a basic mesh with a path deform modifier. After I was happy with the timing and all,
I've modeled and textured the final snake and skinned it to a bunch of point helpers (on the right). Then I made a "transfer" mesh (on the left)
which is just a bunch of floating triangles with point helpers constrained to them (attachment constrain) so the mesh drives the helpers around. Everything matching the final snake of course!
Then if you just copy/paste the first path deform modifier into the transfer mesh, it'll follow the splines just fine, dragging the green helpers with it.
Then all I had to do was to link the final snake helpers to those ones on the transfer mesh, and baked the animation on the final ones so I could get rid of the transfer mesh. Voil
The animation on those snakes are stunning btw.