Hey guys! I concepted an effect that I plan to create in Unreal Engine 4. This effect involved an abandoned platform (probably found on an isolated chasm), which has the ability to summon a dragon/dragon ability. Once activated, the platform will beat 3 times. Right before the third beat, energy will be drawn towards the center, releasing a beam from the center. At the peak of the beam, a dragon-like figure will burst outwards, completing the summon. The aftermath will be a broken platform, with a gaping whole that no one will dare look into.
The one thing that will be a big challenge for me will be the smokey figure. I'm planning to model a dragon's head, neck and wings in order to emit smoke and fire from it within FumeFX.
Feedback and critiques will always be welcome. Wish me luck!
Replies
https://www.youtube.com/watch?v=qzng7Puc_Sk
However, I think this is a bit too fast at the end. The character appears and disappears bit too fast, and it would be nice to see smoke a bit longer, maybe even after everything else is over. Also, the little explosion right before the beams shoot out of that platform looks weird, as it goes only along "the ground". I'd rather see it explode more upwards from the platform (not straight up, in an angle).
Overall this looks really good! I feel like I'm complaining about tiny little things. Also, this is only my opinion.
Great work!
I do agree with Hefe - it would be nice to see that dragon's head for a few seconds more. The timing of the beating is perfect for me, and it really feels like something is trying to break free - just slow down the end a bit to make the 'escape' more epic.
https://www.youtube.com/watch?v=0jWqHbiNp5U
https://www.youtube.com/watch?v=rVMrNv81XGc
https://www.youtube.com/watch?v=i-ZmoK9JggU
For the beginning, I didn't really want to extend the timing of the beats because i felt it would take away from the build the followed the beats. Thanks for your insight though @Lucospade
https://www.youtube.com/watch?v=nTDZlP89hWg
https://www.youtube.com/watch?v=0geTjprjqIM
The dragon pose looks a lil bit silly with his legs spread open and a bit too symmetrical, it's hard to make it out whether it's facing the camera or the other way around.
I'd play around with camera animation (check out the final fantasy summons, they do this super well) to make both the thumping more intense and to frame the dragon in a more threatening way. Also you could make good use of vector fields and gpu particles to make the dragon dissolving a bit more satisfying, right now it looks too gentle.
But really good work all around Glad to see some vfx here!
I did use vector fields for those dissolving particles, but I could've probably tweaked some numbers on the tightness or re-simulated a more interesting vector field.
I'll make sure to keep these notes for the next effect I'm making. Glad you liked it!