유니티 이펙트 제작과정 - 사슬로 감싼 폭발형태 제작



유니티 이펙트 제작과정 - 사슬로 감싼 폭발형태 제작

금별 0 7,497 2019.08.30 06:46

 


First time doing an event or competition for anything art related, lets see what happens!

I’m going to create a few chains that sprout from the ground then pull the character to the ground as a Root.

HD Video (Slight Changes aswell) https://youtu.be/MoxwG17ujjM 30

 

Progress #1

I created a chain of planes then duplicated them and assigned a curve modifier and then created a shape key to blend the two together.

 

2


Then I created a simple segment of a chain and rendered them with only the shadows enabled to get a faked 3D feel when coupled with the above mesh

 

4


I also quickly put the render result into Photoshop to generate a normal map, apply that to the default cutout particle shader, and tested the shape keys

 

ChainExample


Then a simple scene with a floor shaped like this

 

1


I need to work on animations and some smoke sims, Might try out Houdini at some point, Who knows!

 

3

 

After some time of messing around on Houdini I came to the conclusion that I can’t export because I’m broke and had to redo my fluid in Blender, However not to fear as It came out better and smoother than Houdini, (who would have thought)

 

Blood

 

Then I played around in Unity forever again and made things look not crappy…
https://twitter.com/JuaneGray/status/1148193104492580864 31

 

I edited the values, I semi want it to be Grungy, but yeah, 3am right now, I will work on it tomorrow/today haha some other pictures that I just tweaked a tiddle

 

1

 

2

 

3

 

I ended up redoing the entire thing from scratch because I felt it was off.

None the less steamed into the next phase, same concept, chains and root, but this time I used blenders curves to drive the shape keys for the animation (Previously 2.79 did not have “Apply curve as shape key” under their curve modifier). And instead of making a 2d plane, I decided to use low poly mesh since the effect wouldn’t be demanding on mesh or overdraws.

 

1


I then created some materials, nothing too fancy, just some world position with offset and multiplied that with a color (Glow)

 

For the dent I placed the ground mesh on render layer 1999 and the dent on 2000 so it would render infront of the ground but behind any mesh.

I drew the cracks in photoshop by hand using a soft brush then applying the “Maximum” filter.
Applied custom animations to a lot of the objects and coupled them with event ticks inside the animation to call a public method “Spawn Gameobject” and this in born 

 Video in next post

2

 

3

 

Here is the Chain Shader (If you wanted an easy dissolve) also added the dissolve texture generated in Photoshop

 

Shader

 

BloodDisolve

 

Oh and as for the floor mesh that explodes, I created a cylinder with no caps, grid filled the top and bottom, subdivided it and then applied the cell fracture add on (enable through prefs) then I simply smart Uv projected each part (100 of them). Inside unity I applied a mesh collider (convex for rigid bodies to work) and applied this script to the parent FBX



public void Start()
{
    foreach (var objects in Bricks)
    {
        var dir = transform.position - objects.transform.position;
        var distance = dir.magnitude;
        if (distance <= reqDist)
        {
            objects.transform.gameObject.GetComponent<Rigidbody>().AddForce(dir * forceAmmount);
            objects.transform.gameObject.GetComponent<Rigidbody>().AddForce(Vector3.up * upForce);
        }
    }
}

 

 

that way they are forced from the center out and some are forced up (like a mushroom cloud)

 

Here are the Cracks alpha mask and Normals

 

Crack_Normal2

 

Crack_NormalMask

 

Comments


번호 포토 분류 제목 글쓴이 날짜 조회
389 언리얼4 언리얼 - 디지털 웨이브 간단 제작예제 금별 2022.12.11 3639
388 언리얼4 언리얼 - 광역 마법진 간단 제작예제 금별 2022.12.11 3641
387 3D 3dsmax에서 UV polar coordinate의 불규칙 모델 구현 금별 2022.12.11 2837
386 언리얼4 언리얼 - 저렴한 포그 제작방법[Depth-mask post process] 금별 2022.12.10 2308
385 유니티 슬래밍 AoE를 만드는 방법 - CGM Summer 22 금별 2022.12.07 2685
384 언리얼4 언리얼5 - 폴더에서 특정폴더/파일삭제후 성능을 즉시 향상시키는 방법 금별 2022.12.06 2372
383 언리얼4 언리얼5 - 아틀라스 마스터 머티리얼을 만드는 방법 금별 2022.12.06 4703
382 언리얼4 언리얼5 - 텍스쳐 메모리 절약팁(블루 채널 사용 간소화) 금별 2022.12.06 3821
381 언리얼4 언리얼5 퍼포먼스절약 팁 - 알파채널 사용X 금별 2022.12.06 2133
380 3D 후디니 - Lightning Weapon Slash Mesh 제작방법 금별 2022.12.06 2819
379 언리얼4 언리얼 5.1- 지오메트리 스크립트 : Snow and Icicles 금별 2022.12.05 2331
378 언리얼4 언리얼5 - 사운드 리플 효과 제작방법 금별 2022.12.05 2542
377 2D 게임 텍스쳐 뷰어 무료판 금별 2022.12.05 2461
376 언리얼4 언리얼5를 활용한 모션그래픽 적용 튜토리얼 채널(머트리얼+블루프린트) 금별 2022.12.05 3261
375 2D 섭스턴스디자인 - VFX 텍스쳐 제작방법 및 언리얼 적용영상 금별 2022.11.30 2451
374 유니티 유니티 VFX 그래프 - 캐릭터 파티클로 분해 효과 예제 제작방법 new 금별 2022.11.30 3084
373 유니티 유니티 - 나루토 치도리 VFX 제작방법 금별 2022.11.28 4237
372 유니티 유니티 쉐이더 - 반응형 눈 쉐이더 제작방법(움푹패이는) 금별 2022.11.28 3645
371 유니티 유니티 - 라이트닝 파티클 제작방법(오브젝트 근처에서 튀기는) 금별 2022.11.28 4923
370 언리얼4 언리얼 머트리얼 - 다양한 UV 샘플링 모양 제작방법 금별 2022.11.23 2741
369 언리얼4 언리얼 - 간단한 UV disturbance 생성예제 금별 2022.11.23 2355
368 2D 섭스턴스 디자인 - 섭디에서 시퀀스 이미지 제작방법 금별 2022.11.23 3303

 

Banner
 
Facebook Twitter GooglePlus KakaoStory NaverBand