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Need help on workflows to make low poly explosions for games

Hi guys, I am a 3d game artist and am shortlisted for a freelance work which involves creating lowpoly tower defense assets and also texturing them. I am ok on the modeling and texturing part

BUT!

The client also required that there would have to be explosion animations, so I am assuming it needs to be polygons? How would I approach this kinds of effects please? the game will be used in unity.

Anyone can point me tutorials please for this approach? I am thinking for light rays, I can just use one plane polygon, texture it, and add alpha cut out?
I am curious how to make low poly explosions if its possible.


Thanks!

Replies

  • Muzzoid
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    Muzzoid polycounter lvl 10
    Depends. Most games tend to use just cards facing the camera. But if you wanted to do geo explosions is really depends on the tech you have at your disposal. Either you go with shaders, or you go with a boned animation with scaling, or a combination of both.
  • eld
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    eld polycounter lvl 18
    Whatever the client has specified, and whatever your experience tells you.

    Taking on freelance work should mean you know how to do it.
  • Warhawk,
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    Warhawk, polycounter lvl 12
    I agree with others. Usually game explosions are made from particles. Unity has a very nice particle system. I would still ask the client what kind of explosions he would like. Or perhaps even an example of them. It would be much less foggier to work :)


    As for the polygonal explosions. I remember quake 2 explosions which where basically mesh blobs with animated texture and alpha fade. You could make those with joints and skeletal animation and add a ramp shader with animated UVs. You just have to time them. It all depends on the style of a game.

    [ame]https://www.youtube.com/watch?v=L66vRF5VOVM[/ame]
  • flamedidea
    eld wrote: »
    Whatever the client has specified, and whatever your experience tells you.

    Taking on freelance work should mean you know how to do it.

    In this case, the client is not very proactive in regards to specifications and I think he only has an overview and not really a know how on this stuff.

    Most of my freelance work (2D) i usually just figure stuff along the way since I am always learning as I go, and it always worked in my case.

    I was asking this question because its a new demand for me in connection with the whole project. If he only asked modeling and textures I would not have bothered posting anything, but since its new to me, and I need to take into account the time it would need to incorporate a new workflow (simplest or complex) regarding this animation. Since it will be included in my final quote.
  • MephistonX
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    MephistonX polycounter lvl 9
    I've had clients like this, you get hired to do x, but then they ask if you can do y, as long as your honest and say, no but i'll have a go, then everyone should be happy.

    Check out the VFX area on the wiki - http://wiki.polycount.com/wiki/Special_Effects

    What engine are you using ?
  • flamedidea
    MephistonX wrote: »
    I've had clients like this, you get hired to do x, but then they ask if you can do y, as long as your honest and say, no but i'll have a go, then everyone should be happy.

    Check out the VFX area on the wiki - http://wiki.polycount.com/wiki/Special_Effects

    What engine are you using ?

    Yeah, I said I am not experienced in that area but am willing to take a shot at it. The client has confirmed that its for unity.
    So if let's say the particle system is better for this, wouldnt this be the devs work?

    Also since its a TD game, do i need to rig the towers? using joints and skinning? or is there a simpler approach? I was thinking just making curve controls and parenting meshes to it and animate from there. Since the animations are just simple, like cannon release animation and stuff.
    Btw, if I just provide the .mb file as long as it contains the necessarry meshes, textures and animation and controls all is good right? :)
  • Bruno Afonseca
    If the towers are organic I'd expect skinning, but in any case you always need to discuss that with either the tech artist or the programmer involved.
    For the explosions:
    http://www.polycount.com/forum/showthread.php?t=151900&highlight=dark+forces&page=3
  • flamedidea
    If the towers are organic I'd expect skinning, but in any case you always need to discuss that with either the tech artist or the programmer involved.
    For the explosions:
    http://www.polycount.com/forum/showthread.php?t=151900&highlight=dark+forces&page=3

    Thanks, what they required is that the base would be static and the top part (ie. cannon, gun) will have animation. Does unity prefer joint-based animation? Or for something simple as this I can just use curves, parent the meshes to it and animate from there? I would like to know if this approach is ok?
  • flamedidea
    flamedidea wrote: »
    Thanks, what they required is that the base would be static and the top part (ie. cannon, gun) will have animation. Does unity prefer joint-based animation? Or for something simple as this I can just use curves, parent the meshes to it and animate from there? I would like to know if this approach is ok?

    Hi, just wanted to share my test rig and animation for the tower.
    I will implement using bones now on all upcoming assets.

    FK82zRf.gif
    not sure why its slower in gif form, but its faster in my viewport. Maybe I missed some proper settings in export window. But all is good. Thanks you guys!

    The devs also mentioned that they will use unity explosion plugin, so I am no longer making explosions.
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