Rensei: Sketch #58

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Finished sketch:

4k video. I also made some sound effects, I’ve used a bunch of glitch and glass breaking noises from pixabay.com

I haven’t had much time to work on that so I’ll add the breakdown of the main elements in the next few days!

Original Post


I’ve had an idea for a countdown effect, nothing super specific yet, but I’ve got that so far, it’s still very messy!

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Main textures were made in material maker




And that’s the graph, super simple

Besides those I’ve used a lot of noise and gradient textures I always have on hand

Here is an alt with a few more glitchy elements, I decided to remove them to keep the effect clean
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you are improving so darn fast.
Remind me to nudge you if I ever find the time to work on my own game and need another VFX-person on the team. hehe.

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Ahh, thanks, it means a lot! And anytime :wink:

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I’ll try to avoid boring details in the breakdown, but I’ll highlight more interesting stuff

The countdown:

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I got the glitchy effect by spawning 4 particles per each digit, with some size over life and simple gradient to keep the colours tame until I need them to pop at the end

The glitchy dissolve effect looks like this when it’s only one particle:

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And this is when all 4 are played on top of each other:

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It’s a very simple red burn colour and alpha cutout (controlled by particle alpha)
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I had too many bright elements that I wanted to keep and it made the digits too difficult to see, so I added a dark square ‘glow’ that’s drawn behind them, but on top of everything else.
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The triangles:

They are just simple billboards with one texture:
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I couldn’t just have simple triangles tho so I rotate them with a start curve from 0 to 360 degrees, it just means that when they spawn at each burst, they have higher angle. Then I duplicated the emitter and made the particle smaller to have more detail

Charge lines:

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Very simple billboard particle with horizontal gradient, using the same burn thingie as the digits. Duplicated for the top and bottom. To make them pop at the correct time I added this curve
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Circle frame:
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It’s a simple material that uses polar coordinates and one texture (pretty sure it’s from VFExtra pack from @Niels)
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The bits:
I tend to call small singular particles bits in my effects so here they are:

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For this apparently I was using a texture from unity’s built in UI-Toolkit :person_shrugging: . I just saw a triangle and assumed it’s mine, it works so I don’t really care.

Anyway, I give them some initial speed to move to the left and right, and some orbital velocity during lifetime, random colours to add some spice.

The last burst is separate because I wanted to have more control over how it looks. It’s very similar but this time they are spawned in a sphere and start with a very low radial velocity. It means they try to clump up in the centre and then explode to all directions while orbiting
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11 Likes

This is absolutely wicked

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I love that you always have creative ideas and a good understanding of timings to make the effects “feel” good just by looking at them! :smiling_face_with_three_hearts:

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It’s awesome and super efficient . The timing is so good, love it.

wow!!! beatiful!!!

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Super cool work you did I like your effect a lot.

I do have question the graph that you show in one of the screenshots is that some package/addon
Or is it a I house tool.

Keep up the great work.

1 Like

Thanks!
The graph is from the Material Maker by RodZilla - it’s an amazing and free tool to make textures!

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Thanks I appreciate it a lot.