Hello there, I attempt to get higher with VFX and would love some ideas and suggestions, a touch in the best course possibly.
I’m utilizing Unity 2021.3.24f1 with Excessive Definition Renderpipeline (HDRP).
I attempted creating Textures in Substance Designer, Photoshop or Illustrator, however this time I simply used a free smoke texture from Kenney: Particle Pack · Kenney
for reference:
I’m doing a smoothStep on the alpha, transferring the step-edges over time (through the use of the particle alpha)
As you might even see, my sport is quite stylized, so I’m unsure if these puffs work out with the remainder of the model…
The decals on the wall will not be very nice both, however lets give attention to the smoke puffs for now.
Context: The stone shouldn’t be destructible, the fowl can peck into wooden and climb on that, however the stone ought to talk “that is too laborious, it hurts”. So I’m not even positive if the small stone pebbles might confuse the participant (greater chunks in all probability would).
Possibly you’ll be able to see the place my deficits are and how much ideas would get me to the following stage of constructing my very own VFX. Thanks!
You would strategy the impact, the identical means you strategy every little thing else in sport design. That is to say, play with distinction and curiosity when categorising results. In case your fundamental impact of climing has a number of particels and basic interplay, make te impact of interacting with the rock so simple as posible, a harsh SFX and a easy single sprite burst could possibly be sufficient. Then within the gamers minde the connection is made, the rock compered to the tree much less intresting visuali and shoud not be the principle curiosity to comply with.
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Hey! I acquired some suggestions, hopefully it helps you
- Very, very cool 3d smokes you bought in there and it matches very properly with the atmosphere,. I’d simply use them all over the place, possibly you are able to do some kind of time of day or pretend radiosity (AKA getting the inexperienced coloration of the bottom to mild the smoke, that’s how Zelda does a few of their lighting) to offer it some additional oomph.
- To me the decal appears to be like good, nevertheless the small rock fragments want some higher physics. They need to be rotating whereas falling they usually really feel a bit floaty atm.
- For the smoke you’ll be able to take into consideration how the fluid works in actuality, usually smoke quickly expands after which continues increasing however in a a lot slower price. I’m principally describing this curve
Your sprites are shrinking and I don’t assume it’s doing a lot. I is perhaps flawed right here however I feel they’re additionally aligned to the speed, I’d in all probability hold them dealing with the digicam.
Edit: You’re doing precisely what I described on quantity 3 along with your 3d puffs =P
And one closing query, can we do that with the little fowl? [Super Mario Odyssey] Bowser’s Kingdom Energy Moons 1 – 38 Information – YouTube
hahahahahaha
Sure, it’s the identical mechanic in my sport.
The volumetric smoke is a bit heavy on the gpu for some gadgets, even had a crash on a testers system, possibly the plugin didn’t just like the {hardware} or the graphics driver…
So I attempted to not use it all over the place, however you might be proper – it appears to be like good and suits the model. Possibly I can mimic the model for smaller results or scale back the gpu load. I’ll replace you quickly