유니티 이펙트 제작과정 - 사슬로 감싼 폭발형태 제작



유니티 이펙트 제작과정 - 사슬로 감싼 폭발형태 제작

금별 0 8,498 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
1359 언리얼4 UEFN VFX Tutorial | Make TORNADO (UE6 Ready) ????️ ashif 08.08 42
1358 언리얼4 Poison Burst in Unreal Engine 5 Niagara ashif 08.07 41
1357 언리얼4 UEFN VFX Tutorial | Make LASER BEAM (UE6 Ready) ⚡ ashif 08.07 40
1356 사이트/튜토추천 Lightning Buff in Unreal Engine 5 Niagara ashif 08.05 46
1355 언리얼4 언리얼 자료 - 무료 2D TransitionFX v1.3 금별 08.02 98
1354 언리얼4 Stylzied 폭포 간단 제작과정 금별 08.02 81
1353 3D 후디니 - COP활용 Stylized 느낌 물 소용돌이 제작팁 금별 07.15 214
1352 언리얼4 언리얼 - 논텍스처 UV 기반 기하학적 패턴/애니메이션 제작팁 금별 07.15 205
1351 언리얼4 언리얼5 - 간단한 공간 균열 제작 워크플로우 금별 07.08 306
1350 언리얼4 언리얼5 - 스크래치 패드활용 간단한 나이아가라 파티클 전체 회전 금별 07.08 252
1349 유니티 유니티 - Stylized 기본 검기 제작04_기본 검광 제작 (전체 워크플로) 금별 07.08 233
1348 유니티 유니티 - Stylized 기본 검기 제작03_검광 모델, 텍스처 및 UV 생성 금별 07.08 195
1347 유니티 유니티 - Stylized 기본 검기 제작02_검기의 구성과 리듬 금별 07.08 192
1346 유니티 유니티 - Stylized 기본 검기 제작01_파티클 시스템 소개 금별 07.08 216
1345 언리얼4 You need this Explosion in Unreal Engine 5 Niagara ashif 07.07 165
1344 언리얼4 언리얼 - 사실적인 데칼 균열 제작과정(한글자막) 금별 06.01 650
1343 언리얼4 언리얼 - 물결 형태 텍스쳐 트랜지션 효과 제작과정(한글자막) 금별 06.01 558
1342 언리얼4 언리얼 - Niagara에서 정적 메시를 사용하여 사용자 지정 파티클 모양 만들기 금별 05.17 619
1341 언리얼4 언리얼 - 포스트 프로세스 2D 페이지 넘김 효과 머트리얼 예제 금별 05.17 533
1340 언리얼4 언리얼 - AI 활용 블랙홀 셰이더를 업그레이드(한글자더빙) 금별 05.17 560
1339 유니티 유니티 - 호박(Amber) 셰이더 제작과정(한글자막) 금별 05.12 497
1338 언리얼4 언리얼 - HLSL 심층 설명 4_레이마칭 활용 평면정사각형 메시 3D 구체로 변형 금별 05.12 521

 

Banner
 
Facebook Twitter GooglePlus KakaoStory NaverBand