I need some practice, so I’m going to work through these old sketch challenges. For this challenge, I chose the wisp.
Here is my first attempt:
Some things I’d still like to do:
- Work in some of those drippy elements
- Set up a Timeline to trigger his ground impact more consistently (Currently toggling it by eye at runtime )
- Swap those trailing flames for ribbons
- Cut the idle from 3 loops down to 2
This is the main bit of reference for the Wisp, mainly for elements and treatment:
Any critique or questions are welcome, and thanks for your time!
EDIT: I should mention that I am (mis)using a slightly modified version of @HAlis’ Master shader for the core mesh and the flames. I’m probably preaching to the choir, but his site is a goldmine for shader breakdowns!
I haven’t quite gotten the hang of the shader yet… so the uv scrolling is synced across particles. I’ll add custom vertex streams to the todo list!
Sneaking this into the main post for a more appropriate thumbnail: