Hello associates!
On the lookout for suggestions and solutions on bettering this explosion impact I made in UE5.
Thanks.
First: Coloration – Please arrange the colour tones. The inexperienced mild seems to signify one thing toxic. To include the component of poison, the general form ought to resemble the type of poison. For a typical fiery explosion, attempt recombining colours corresponding to yellow tones, purple tones, and black tones.
Second: Timing – There are parts that make the timing seem excessively lengthy. For instance, particles. Follow capturing the sense of pressure.
Third: Type – Clearly outline the core facet of the shape and scale back the depth of the elaborations to provide a way of gradation.
The VFX documentation for League of Legends illustrates this nicely.
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Hey! Thanks very a lot to your assist. That is an up to date model I made attempting to implement your recommendation.
I modified the timing and life time of some parts and eliminated just a few. I modified the values of core spheres and surrounding parts.
Additionally modified the colours and the blue sky mild
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Hey Appears to be like higher!
Tho when explosion occurs I might make it develop in a short time after which decelerate. Make a non-linear curve for the velocity and it ought to look even higher
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Wanting nice to date!
I might say the blast waves coming off are additionally all the identical velocity and stops fairly abruptly which makes it a bit much less dynamic than it might be, considering it would assist if issues had been barely completely different speeds. the outer ring (as a result of it’s farther means it has extra power) would transfer barely sooner than the internal ring
Additionally, my 2 cents, I believe the impact total appears to be like fairly respectable although these rings blasting outwards seem like they might do injury although It isn’t telegraphed. this makes it fairly shocking because the aoe circle is telegraphed.
simply one thing to consider.
nice work!
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Thanks guys! You’re too type.
@Manus Tbh all of the curves had been non-linear which appears to be like odd to me too, seems it was a shader factor I tousled that triggered the abrupt disappearance …
@JoppeMin You’re proper, the waves seemed threatening. I modified them up a bit hopefully it appears to be like higher now.
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