It’s looking really cool and you’re achieving that creepy wraith form behavior. Heres a couple things I’d add that aren’t necessarily part of the original effect:
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I agree that the world space stuff could look really cool. I also wonder about using a secondary set of uvs to shape the dispersal. If you layout his second uv set much like Da Vinci’s Vitruvian man you might be able to capitalize on having your noise texture emanate from Reapers chest.
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A second idea is to use uv color as a mask to drive the density of the noise so that perhaps his legs dissipate much more than his head/shoulders. Or perhaps his arms and legs dissipate more.
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You might try pushing the smoke stylistically one way or the other. You could either simplify it and make it more wispy or increase the opacity a bit and make it more graphic.
a.) You’re probably already doing this but i’d randomize the offset of the uvs per particle.
b.) I’d also install several flow maps into your material for the smoke to transition into. These can be chosen at random per particle and they don’t have to be extreme, but enough to get some turbulence and curl towards the end of the particles life. -
I keep wanting to see a little kickup from below him as he’s hovering over the ground. It’s always at a fixed height and doesnt necessarily need to be a bunch of quads. Perhaps a mesh with some nice simple smoke and displacement or even simpler, a decal with a nice panning material.
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Last thing: I’d add some smaller/much smaller dark particulate emanating from his mesh since he holds about the same pose as he’s floating around. Like Keith mentioned this would add a finer level of detail and help the audience’ brain break up the edge a little more.
That was way more than I intended:P Its looking great!
gl hf!