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
Taking on freelance work should mean you know how to do it.
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]
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.
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?
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?
Hi, just wanted to share my test rig and animation for the tower.
I will implement using bones now on all upcoming assets.
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.