AlexSirotenko: Sketch #67

Hey!

I hope it’s not too late to join :slightly_smiling_face:

My idea is to create an ultimate weapon/ability to win every snowball fight! And I want try something new to challenge myself, something that I’ve never done before. Let’s see how it goes!

Thumbnail:

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Definitely not too late! Looking forward to see what you make!

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Planning to do a stylized explosion that resembles an avalanche. Cell shading, hard edges, erosion etc.
Collected some references, on the games side main inspirations are Spellbreak and Gigantic.
If I find more refs, I’ll update this post. For now my ref board looks like this:

Videos:

https://www.dailymotion.com/video/x2jaiax
https://youtu.be/3YQdOR2MZXA?t=23
https://youtu.be/Gujl7WIJ6fw?t=568
https://youtu.be/kjMonaUIJuY?t=165

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Happy New Year everyone!

Worked a little bit on shader and tried a couple of ways of creating main meshes.

Initially, I tried using sprites and it’s working alright but I don’t like straight edges when quads are intersecting with each other and it seems that the illusion of volume will break with the scale of effect I’m going for right now. Thus I decided to use meshes, but maybe I will make smaller elements with sprites.

With meshes I tried to model them with meta balls, sculpting and generating them procedurally. All approaches are good for this kind of shape, but I liked the procedural approach the most. I’m going to stick with it as it allows me to speed up iteration time. Workflow for both meshes (a snow clump and a “spike”) is the same: scatter some spheres with different scale and use SDF to smooth out overall shape and create new topology.

Also made a test particle system to see how everything looks together so far.

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Very cool material. This actually looks like it’s from Marvel Rivals, which is the style I was kind of referencing for my snow, but a more blue color.

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