Using Blender and Unreal to remake the glacier grenade effect since it is the coolest looking ice in any game imo. Here are my meshes/pre-vis look in Blender. If anyone comes across this and has any advice to achieve the look, feel free to tell me. Anything from Niagara to normals to shader work.
I have 1 question specifically so far. For UVs on a crystal type mesh, how many seams would u want to put for each crystal (not the cluster of 5)?
Edit
Think I might have gotten it.
Working on the pre-vis. Finally got the the cracks to use the exact same color.
Just thinking out loud here, but for UE:
I’m thinking I will need the material to use a sine node for the intense glowing energy that fades in and out over time on the crystal.
Probably need 2 or 3 textures
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Main cracks need Voronoi textures
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Fresnel for the outer glow
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Panner going to the left or right
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Maybe a texture scrolling slightly up or inward
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Texture at the base to accumulate a swirling blueish energy mist
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Snow flurries around the mesh
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Cell fracture for the crack effect
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Particle size over lifetime to grow the mesh
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3 total mesh particles (each on separate time(middle mesh gets its own)
(Quick pause step as each subsequent large crystal shoots up) -
The little ground spiky crystals will need to spawn around the large crystals at a pseudo-random orientation
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Need Smoke clouds
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Blue glow on the smoke
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When broken, each shatter effect need a bright blue beam that quickly emits above, and ~4 big chunks that fly out per each big crystal formation.

