Just adjust the position/rotation of the meshes and the direction of the trails until they match c:
The impact is made with a cilinder with modifications in the UV and a flames texture panning (B channel used to dissolve, controlling the dissolve using a custom data in the particle system and the vertexcolor.alpha). I also animate the scale and the speed to make it feel more… Fluid
Some sparks, flames, details and a lot of polishing in the timing.
I made this textures for the flames, a directional shape with a controlled handpainted dissolve in the blue channel.
With a control in the dissolve and animating the scale and the color c:
The last part is just a few meshes spawning towards a point with a paning shape and some noise (similar to the original charge) and a glow with a few flames to make it feels less static.
It’s a handrawing shape with a controlled dissolve and a distortion of the texture and the dissolve modified over lifetime, with some panning and control on the size of the meshes.
It’s weird because I dont work with green tones, maybe it’s hard for me and i’m just avoid them. I’ve decided to force me a bit to create a “healing area” with some nature inspiration. (Got the idea with the Neeko’s Q).
I don’t feel like it’s a good job but was interesting and trying to improve my “weak parts”. What do you think? Any feedback?
Video for better quality:
THANKS! I got a lot of nice comments and feedback, it’s awesome and you are the best
Cool! I think the last reaction will be more natural if you feel buoyancy after being influenced by the direction of the force. Your work is really beautiful.