because animation/vfx studios dont do it that way, Im just trying to learn something new is all. I live in Vancouver BC and its games studios have become very tight knit due to the recession.
Thanks guys. N4UJ, I can't script, animate or VFX, so it is probaby going to stay a static prop. Yep! I have to work on the presentation, it is now a simple set-up, but I'm going to improve it on the final shots.
You're not the first to ask, and I'm surprised. .u. It's all made in Photoshop. I have no idea if it is even possible to implement our own vfxs in LoL. xp Well, it means my Mock-Ups are good, then. Thanks. XD
Ue4 already has a plugin tool that is currently being used for films. http://www.cartoonbrew.com/tools/real-time-rendering-changing-vfx-animation-production-153091.html This is the future. I wonder what will happen to offline renderers.
Udims were developed out of necessity for texturing vfx assets. These days it isn't unusual for a hero asset to have 50-100 x8 or 16k maps. The memory overheads are obviously massive for this but it doesn't really matter for offline rendering.
So I have the basic animation planned out for the second vfx with place holders at least for the actual attacks funtion of it I still need to make a wind up for it
Sweet stuff :o , really like the use of textures and colours (especialy on the bug). Have you thought about with pathway your interested in? (games, vfx,3d,concepting?)
Seems like employment in the Games industry is now following VFX studios with short term contracts, guess it's goodbye to job security '___' Hope they all land on their feet though..
This might also be of interest.(VFX oriented but still good info) https://www.youtube.com/watch?v=0XG1UJBfwW0 And another one..... :) https://www.youtube.com/watch?v=K-fLf45Z3JU