I haven’t been doing VFX for a while and I want to get back to it, I will be posting here my progress. Feel free to comment and give me some critique. So far I’ve been doing “semi-realistic” VFX and now I’d like to try a bit more stylised stuff, no idea how this one will go but hopefully, I won’t give up after weeks
I will probably start with some simple stuff just to start.
I love how you did the initial buildup on the sphere. Matches the timing and colors of the trail.
The trails and sparks look real smooth to me however I would personally move it a bit closer to the actual projectile because there’s a little see through portion, but that’s just me perhaps.
The end impact looks nice but you should try adding a little more elements to it like some more sparks coming off. An damage indicator on the sphere similar to your initial buildup would be pretty cool and something to implement too.
That was just my 2 cents. If you do want to learn stylized effects watch Jason’s tutorials and check out his pinterest for amazing references.
I think both off them could do with a slight bit more follow through on their impacts.
I understand that one would want to get the effect out of the way as soon as possible, but a few lingering sparks or some smoke or an ice crystal or two wouldn’t take too much attention yet add quite a bit too the effect.
Looking really awesome pamar! I really like the lingering glowy bits , really gives this spell a nice magical feel! Something I’m not sure it’s intentional or not, but it feels like it slows down ever so slightly before impact (which makes sense in a real physical world but makes these spells here feel a bit less impacful)
@iNoob Thanks, I will be adding smoke soon, right now I’m trying to figure it out how to do some dissolving smoke shader
@Niels true about impacts, I haven’t focused much on impacts, to be honest, I dedicated most of the time to the projectiles. But now when I’m coming back to it I see that impacts need more work which helps the whole FX overall. Thanks
@NateLane Yeah I think it default unity curve animation… I’ve changed it now I think… Thanks.
I’ve tried to make the impact a bit better, the plan is to add a bit more smoke later on. Thanks for all the feedback it helps a lot.
Right… so idea behind this one was to create stones jumping out of the ground to hit the enemy, location of the spawn is random but few conditions must be met - always behind the player and 45 degree clamp. I’m uploading two gif as I not sure which I prefer altho I think the ones with slowdown looks better. Let me know guys if you have a preference, Thanks.
I love those effects but the build-up (the inital “blast”) could be a bit slower in my eyes. It always looks like you’re afraid of showing it and therefore let it run very very fast. In fact, I think it looks great and should be enjoyed some frames more by the viewers eye.
Another option would be to add some secondary motion - for examples some particles which stay a little longer. In general I think the only “problem” is the timing and for that, this might be one of the best inspirations you can get (amazing vfx from @Pop2corn) :