Hello there, I attempt to get higher with VFX and would love some ideas and suggestions, a touch in the precise route perhaps.
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 (by utilizing the particle alpha)
As you might even see, my recreation is somewhat stylized, so I’m unsure if these puffs work out with the remainder of the type…
The decals on the wall should not very nice both, however lets give attention to the smoke puffs for now.
Context: The stone isn’t destructible, the chook can peck into wooden and climb on that, however the stone ought to talk “that is too exhausting, it hurts”. So I’m not even positive if the small stone pebbles could confuse the participant (greater chunks most likely would).
Perhaps 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 can strategy the impact, the identical approach you strategy all the things else in recreation design. That is to say, play with distinction and curiosity when categorising results. In case your essential impact of climing has lots of particels and normal interplay, make te impact of interacting with the rock so simple as posible, a harsh SFX and a easy single sprite burst might 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 primary curiosity to observe.
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Hey! I obtained 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, perhaps you are able to do some kind of time of day or pretend radiosity (AKA getting the inexperienced colour 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 seems to be good, nevertheless the small rock fragments want some higher physics. They need to be rotating whereas falling and so they 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 mainly describing this curve
Your sprites are shrinking and I don’t assume it’s doing a lot. I may be fallacious right here however I believe they’re additionally aligned to the rate, I’d most likely hold them dealing with the digicam.
Edit: You’re doing precisely what I described on quantity 3 together with your 3d puffs =P
And one ultimate query, can we do that with the little chook? [Super Mario Odyssey] Bowser’s Kingdom Energy Moons 1 – 38 Information – YouTube
hahahahahaha