.eaacon: Sketch #65

Edit with finished work:

First Post:

Hey everyone! I’ve always wanted to participate in one of these, and since I recently finished my portfolio feels like the perfect time. Although like I only really have around a week, I won’t put too much pressure on myself and I’ll do my best!

I started thinking about ideas a few days ago and I’m thinking something like ice punch from Pokemon with an asset like Iceborn gauntlet from League of Legends? Anyways for now here’s a concept I quickly sketched out yesterday and I’ll post more tomorrow so stay tuned!

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Here’s the gauntlet and ice spike sculpts I did today in 3DCoat. Prioritizing speed here, so I’m keeping them simple, intending to reuse the spikes a ton, mixing them into the gauntlet base as well.

I also baked out a curvature map for my ice shader:
Fist_Curve_Map

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Here’s the animation block-in using my own proxy character rig + retopologized sculpts from above. Gonna leave the animation at block-in and just do step interpolation, since I want to move into Unreal and start the shaders & effects ASAP.

Blender:
Ice_Punch_Block

Also anyone know if its possible to upload a video that’s not a GIF or YouTube link?

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Now we’re in Unreal! Blocked in the main beats and started on the ice shader, now it’s time for the real VFX work :slight_smile:

Thinking about some cool erosion + vertex displacement stuff for the formation of the fist, and gonna really lather on the particles for the impact!

Sequencer block-in:
Frozen_Fist_WIP

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Alright, here’s where my progress for today, super messy at the moment but trying to get the big picture and avoid getting stuck on the details like I tend to want to do :sweat_smile:

:ice_cube:

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Last update before I make the push to finish! I’ve been busy the last two days but I was able to make some fun progress. I’ve improved the shader for the ice with better textures, translucency, colors (greenish under lighting), and parameters for controlling dissolving. emission, etc. I’ve also thought about how I want the formation of the gauntlet to behave as well, so I’m playing with more specific particle motion.

Ice_Shader
Particle_Gather

I think a lot about how I want solid elements like rubble to fade out in a timely manner, I think offsetting and varying the individual pieces helps a lot. It’s a simple UV channel with the separate pieces scaled to 0, if you drive the “sinking” with a noise texture it becomes more random than moving the entire system down. (I made the floor bright so it’s more obvious whats going on).

I’ll be back soon!

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Been super busy the past few days, but I’m planning on setting aside the entire afternoon tomorrow to finish this! See y’all then :smiley:

First RTVFX Sketch done! :snowflake:

Of course there are things I’d love to spend more time polishing especially in the formation of the ice fist, but I’m happy with what I ended up with :slight_smile:

Had a great time with this sketch and I hope to participate in future ones if i get the chance to!

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