Personal Progress FX - Chris Nordgren

unity
unreal

#61

I modeled, rigged and animated them myself :slight_smile:

I tried looking for models first, but either found stuff to over engineered or needed work to just fix them.


#62

Still waiting for that review process for my explosions. going to need to contact someone at Unity in wednesday. The documentations said the review process should be 5 work days for these type of work, but the forum said 10 work days.

I am at least in 15+ work days now.

Anyway here is just more test of the melee combat fx

I’ve been mostly busy with work, mostly with freelance, excited to share my work. Sadly I am under NDA ( >: ( )

I have been thinking about making fireworks, just looks fun working with!


#63

I did some comission work, remaking my stylized explosion for a unreal project.
Turned out pretty good!

I also released my stylized explosion pack:


#64

Congrats on the release!

Is there any special method that you use to make your smoke effects or are they just shrinking over time?


#65

Thanks @Hyrun !

Well there are loads of stuff inside but the more unique aspects is that I am using a shader so I can put glow in the smoke so its lit up in the beginning of the explosion. :slight_smile:


#66

Something kind of like this?

http://www.alkemi-games.com/a-game-of-tricks-iii-particles-fun-part1/

Just curious if that would be the right direction :slight_smile:


#67

noo, just boosting the emissive and using HDR on camera + bloom to get a nice glow, just one fluffy sprite

That link you posted is a technique that has been in my to-do list quite some time thou!


#68

I made a realistic torch effect in Unity 5.5


#69

Could try adding a material effect or additional mesh on the core of the torch?

http://www.historyoflighting.net/images/46/torch-2.jpg

I’ve seen a lot of blue fire at the root before in reference for these, but can’t find any atm (probably depends on the fuel).


#70

Thank you so much for your posting on Indie Game Devs on fb, for dropping the link to realtimevfx.com there and for your frequently updated personal progress thread here - it gave me the motivation to start my own thread here! I’m very happy about that, because it feels like this is a very welcoming community where everyone receives a ton of constructive feedback. :relaxed:

I like the style of your effects, I think they are very clear and easy to read! And they are great references also for effects in different styles. :slight_smile:

I’m excited for more!


#71

@Doggett
I appreciate you digging up reference material for me so I can improve but I will let this one go for now and move into the next piece! I will be doing some reserach on my next-next FX pack, I would appreciate feedback and thoughts for them.

I was initially going to look more into how Uncharted 4 did their effect(https://www.youtube.com/watch?v=0UueO0tKwOg), they had a bit more blueish start flame. I think for future torches I will experiment for additional meshes around the torch. If anything I might save tons of particles with a nicely made shader that pans flames combining @Sam’s flame shader (VFX Experiments/Personal WIP - Sam Perzanowski) or at least making glowing embers inside the torch fuelpoint just to make it more interesting.

@Foxician No problem at all mate! I have seen your thread and I really like your style, keep posting! Looking forward for more :smiley:


#72

Chris, do you use only Unity for your work, or any paid plugin on Unity?


#73

I think the biggest strength of the uncharted torch is the blend between sprites when “static” and ribbon when moving. Tombraider had a similar thing going on.

I tried setting like that up for unity with popcorn, but I had troubles getting the UVs right on the ribbon to play the flipbook correctly.


#74

@tsunii I use shaderforge which is a paid plugin otherwise I am using free unity

@Partikel Agree,
I think the torch is quite custombuilt so its not really possible to make such a effect with just mere particle/trail editors. I think it could be just easier using joint rigged meshes with flame flipbook texture animation that react to physics (hinged joints). This would take a lot of performance but would probably give a similar result as uncharted 4 flame.


#75

Got raycast’s working for my upcoming beams.


#76

Looking into making a weapon projectile pack


#77

made some recoloring on the projectiles


#78

Really love the electric feel of those projectiles!


#79

NOW ENLARGED! :smiley:


#80

Wow … So beautiful … <3 ** insert puppy eyes gif here **