Thanks! Yeah, I’m imagining him as really annoyed that the dude got away. He’s got this voice: https://www.youtube.com/watch?v=MxBJazbNB5A
Well damn. I didn’t really have time for that, but I got inspired to give the pigdragon some sounds and I kinda like how it turned out!
looking good andreas…
although it looks alike a really strong bloom setting, it means i cant see all the nice detail very well, Have you tried it with less bloom?
Cheers, nope, not yet. I’ll experiment with it next time I get time to play with this. It’s all defaults so far.
Closing in on final now. Mostly because I’m out of time to work on this.
In this update I balanced the glow intensities, added some internal swirling to the firebreath, tweaked the heathaze and reworked the fire on the ground.
Thats quite cool stuff mate, The effect is from Houdini?
The main smoke texture, distortion normals, and meshes are from houdini. The rest of the textures are film/photo sourced or shadermathemagics.
All actual effects work was however made in Unreal. I didn’t use any of the stuff from the early fluid sim tests in the thread.
What i really like is the blue glow, right before the main fire breath goes wild. Gives a whole new feeling to the fire and makes it look way hotter’.
The flames after the initial fire burst are too fast and jaggy/flickering imo. I would slow them down a little and make them feel smoother somehow.
The overall feel is great!
Thanks for the feedback! Would you mind grabbing a screenshot of the part you think is jaggy? I’ve stared at it for too long so I don’t know what’s what anymore
Haha, when trying to pinpoint it down, the longer i stared the harder it was to fix what actually bothers me. I think it’s the movement of the flames, they just look a little too harsh and not smooth enough. I might be wrong though, maybe someone else can give some feedback. The flames i mean start at 00:09.
Ah! The ground fire! Yeah, I agree. The source material for those is a bit to flickery, but I don’t have time to sim out smooth ones. Might be able to motionvector them or uvdistort them a bit to reduce it. I see what you mean though!
Well, I’ve reached the state where everytime I sit down to work on this, I just move properties back and forth. I’ve tweaked the colors again and tried to smooth out the groundfires. It’s not much time left of the challenge, and I really have no more time to spend on it so I’m going to call this one final!
Clarification: Yes, I’ve edited it in premiere to add sounds and titles. All game footage is however untouched,straight capture from unreal.
Even better with sound and all. Am I observing it right, Is it a flipbook techique used in there?
Yep, The main flame is a flipbook with shaderstuff on top.
Miss Piggy’s ghost is mean.
I’m thinking about doing a breakdown of the effect. Just gauging interest. Anyone want to see behind the curtain?
I’d love to see your flipbook and shader setup for the flames that fly at the camera. Looks so cool!
A breakdown would be awesome! Great work! You really went …ham on the presentation here
Yeah that’d be cool and interesting to see
I’m currently slammed, so I might not have time to do it before the challenge is up but I’ll see what I can do.