Hey guys, simply needed to share this vfx with you, by no means participated on this discussion board earlier than however I’m attempting to power myself to place stuff on the market and to be extra proactive.
Not happy about this Vfx however I put method an excessive amount of effort on that to only throw it away, feedbacks appreciated in fact
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This can be a lengthy impact so will probably be arduous for me to cowl the whole lot, however will do my finest to level out issues that may assist.
- The crack at the start has 2 levels and second one ought to appear like it’s an extension of the primary, nevertheless it has a distinct rotation and a bit totally different form. Attempt to make second crack the identical, however with painted further cracks and spawn it with the identical rotation so it overlaps it.
- The particles that seem with the crack aren’t actually matching the behaviour. Cracks are normally taking place when there’s some sort of influence so it needs to be extra indicated with one thing stronger, like flying rocks from the lacking floor (it needed to be someplace anyway) and perhaps these lights are tremendous too, however give them extra energy, allow them to fly in numerous instructions with extra chaos and perhaps add some gravity to it.
- That object flying within the air seems too static, I like that you simply stretched it through the flight, however after it’s within the air then my consideration goes into the bottom as that’s the place the lightning thingy is occurring and I suppose you need your consideration on that crystal. Perhaps add that lightning to the crystal as a substitute, or some flying particles round it. Identical with some path whereas it’s going up.
- Identical with transition between idle and explosion. You might be gathering our eyes to the bottom, which has nothing in frequent with the crystal exploding. Play with flashes on the crystal including some results to it, relatively than to the bottom.
- And very last thing for now’s that the smoke on the finish just isn’t disappearing rapidly sufficient.
I feel you could possibly additionally work a bit on colour of the smoke, including extra variarion of saturation to it or hue would possibly assist a bit to make it extra practical.
Aside from that that’s an amazing starting on the discussion board! Hope that this suggestions helps a bit.
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Hey Manus, thanks loads for the feedbacks, lots of fascinating ideas, I’ll attempt to implement them
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Hey, didn’t had lots of time not too long ago however I made some retake on this impact, I feel I’ll eave it as it’s for the second,
Hope you get pleasure from
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Woah! Already feels a lot better!
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Hey guys,
One other fast sketch, I needed to make a Lava vfx however with out diving into Fluidsim so I relied on meshes and shaders for this one.
Hope you get pleasure from
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Superior! How did you do it? Scaling meshes on influence?
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Thanks ! Sure completely, my mesh appear like this :
and that i’m basicaly enjoying with the size by way of the particles age
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