I am very excited about the new contest from RIOT. Last time I participated in the section of Character Art. In VFX I will participate for the first time. I hope this will be at least fun.
The biggest piece of feedback I've been giving to people is timing. Right now, all of the elements feel like they exist or perform their action for the same amount of time. Each orb takes the same amount of time to spawn, they all spawn the same amount of time apart from each other, each projectile takes the same amount of time to reach its target, the impact explosions live for the same amount of time. Varying all of this up would give your timing a lot more texture and make the overall effect feel more organic.
You have this ramp up built into your design with the three different levels of projectiles. I'd say push that into every aspect of your effect. Instead of each sphere being the same size and life and warm up time and brightness, make those aspect ramp in. Maybe the first two spheres spawn in quickly and the third takes a little bit longer of a build up which could give you more time to play up the big projectile and really give it some punch. Similarly those timing changes could be represented in the travel time of the projectiles and the impacts as well as changing the overall value and brightness of each warmup/projectile/impact to build up with the smallest being the lowest and the largest being the brightest.
Overall heading in a good direction, can't wait to see more.
@AntonioEffectsFX the texturing of the orbs is in regard to the base texture. You can create shaders to draw over the texture of the orb for example freeze, or as this does with the energy. This is rendered over the character / sphere and not an actual texture on the orb.
That's correct, if you're adding a shader over top the plain sphere as part of your effect then go right ahead. We do this all the time. The unaffected spheres should remain plain for simplicity sake and readability.
Coming in a little late, but I wanted to say I love the color scheme and feel that it matches the dark star them well. My thoughts have partially already been voiced, but I think that adding a little more life to the animation of the bolts would increase the effect dramatically. Such as adding squash and stretch and changing the curve so it is not straight.
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https://youtu.be/riLEPqhCxJM
You have this ramp up built into your design with the three different levels of projectiles. I'd say push that into every aspect of your effect. Instead of each sphere being the same size and life and warm up time and brightness, make those aspect ramp in. Maybe the first two spheres spawn in quickly and the third takes a little bit longer of a build up which could give you more time to play up the big projectile and really give it some punch. Similarly those timing changes could be represented in the travel time of the projectiles and the impacts as well as changing the overall value and brightness of each warmup/projectile/impact to build up with the smallest being the lowest and the largest being the brightest.
Overall heading in a good direction, can't wait to see more.
https://www.youtube.com/watch?v=enDjjrsmDIM