Thank you guys! I would love to make a breakdown once it’s completed.
This evening i made some improvements to the shield by adding exhaust ports for the energy and added folding animations, i don’t get to model much at work so it’s nice change of pace.
It’s not rigged btw, just parented mesh and Unreal creates the skeleton.
Looks very nice I was wondering for a while how people achieve that “warp-like” effect, in which particles get sucked in. Is it just negative start speed ?
Yes, you spawn particles on the shell of the sphere with negative speed and the particles should go to the center. Personally, i like to throw in a bit of drag, high initial velocity and size scaling down to create that fake sense of speed slowdown when it’s closer to the center.
So it’s done in Niagara, not Cascade, I presume? Because from my limited knowledge of Cascade “negative speed” doesn’t ring a bell at all. In Cascade you’d use point or particle attractor there, no?
Cascade can do it with any of the shape location modules. Just set the “Surface Only” option so they spawn on the outer limits, then turn on the “Velocity” option, and finally play with the “Velocity Scale”, setting it to negative numbers to get the particles moving inward instead of outward.
Your work is really great! May I ask you how to build the model in houdini? I just started to contact houdini, and I really want to know how to generate it! Thank you first.