As others have mentioned, thanks so much for sharing your process. I was wondering if you’d be willing to disclose more about your setup for the initial trails of fire. Their movement seems rather intricate and complex. Do you simply use several instances of bent and twisted geometry and then pan the flame along using a mask to make it seem like there’s some A>B motion?
Can you share how you destroy the ground? I’m trying to do something similar as an environmental impact. I’ve created a destructible mesh in Blender, but not sure how to import it into UE4 properly, or how a material setup would look to modify in Cascade.
Looks like there’s something more to it. Unless it’s compression from the gif, the first and second set of cracks looks like they are distorting the checker pattern down “inwards” toward the point of impact. I’m curious too
I’d also like to know if you’ve gone the decal texture route for the cracked ground or if you have a mesh in there somewhere (aside from the mesh debris that bounces across the floor).
Btw, how are you achieving the low FPS feel (especially noticeable on the black smoke you recently included)? Are you staggering your texture scrolling via shader or is it just a low frame rate GIF?
I won’t have access to my computer for a week so I can’t show how it’s made. But what i did was:
Draw a crack texture with a few “depth” layers in mind.
Add the texture to maya and start modeling in the cracks.
Planar uv mapping from Y.
4.In unity I animate the scale of this mesh. First it’s 0 scale (looks like a plane). Then i scale up Y during each impact to fake the depth.
To make the low fps I posterize time in the shader before scrolling textures. I used 12 steps I think.
I can show some wireframes etc later!