Shannon McSheehan - LoL FX + Knowledge Share

It made sense to me to keep all my stuff in one post, but let me know if you think I should move it all somewhere else under resources. :slight_smile:


Hey buddies! Here is one of the things I promised, again sorry that I’m pretty slow <: )

This is also in no way meant to be prescriptive, but hopefully helpful info to get you started. It’s not meant to be too in depth as I wanted it to be more general art focused, that way it’s not limited to one engine or method. Hopefully it’s useful :octopus:

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I made a thing! I noticed some of the shields in league are billboards so I wanted to make a shield with some action, but wasn’t too resource intensive :smiley: The shader has an outer rim glow with a panning smoke mask. The core is just a simple glow, and the panning bar is just a bar with the mask of the core! It was fun to make a cool looking shield with some different parameters :smiley:

*its also set to render on top of the character so it gives the illusion that its 3D

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I love it!!! :smiley: I especially love the soft panning smoke mask you mentioned.

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Thanks! I now have the burning desire to make like a million shields and post them, haha :^)

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this is Amazing and truly helpful!
Thanks for the post !

I should look around more often haha

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Ah that’s awesome!!! You did a great job :smiley: I’ve always thought that Banshees could use more for such a powerful item /thinks
Perhaps sometime I could show how I made the wavy texture ^^; Sorry about that

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Made this a while back using your tute and forgot to post it. Great tutorial really really informative! Hope you have some time to make some more soon!

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O FUUU THIS IS SO COOL!! Everything blends really well! :smiley: Thank you so much for posting it!!! I’m super glad my tutorial helped :slight_smile:

I’m really hoping to post some tutorials on things I’ve made for my most recent project. Soon!

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I’d say take away the guy when presenting though. He takes attention away from the awesome vfx stuff. And i think the purpose of the effect is clear enough without the guy standing there :smiley:

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I realize that I never explained how to get nice UV’s for a circular object like this guy above:

So I hope this helps (I also hope it doesn’t have spelling errors >.> as I made it pretty quickly haha)
I use Maya, so unfortunately I don’t know what the equivalent in 3Ds Max is :octopus:

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Looks like the image won’t enlarge on click for your explanation overview :confused:

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Just right click the image and click “Open image in a new tab” or save it on your computer :smiley:

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That’s a nice solution! What I typically do in Max is create a long plane and then apply a 360 bend to it to create the ring. I love seeing what everyone comes up with to address similar problems!

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If I’m not mistaken, in max you can select cylindrical unwrap which unwraps very similar to this.

You can also unwrap along edges, just remove one of the faces and re-bridge it when its all nice and flat

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Thanks for posting this Shannon! This had been bugging me for ages! In Max I had been using a rectangular plane and then using the bend modifier like Lindz had been doing, but this seems like less faffing around :slight_smile:

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YA! Once you get the steps down it’s really fast. I’m glad it was helpful!

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As some1 who is just starting to get into all of this.
The one thing i have most trouble starting with, is how to actually make certain textures myself in Ps and such.
Have like no clue as to how to adress some :expressionless:

Will give the trails, and the Uv scrolling thing a try today though! :slight_smile:

Edit: I want to get into the stylized art style of things, because that style simply appeals most to me.

Yo! Some buddies were asking about the practical application of this trail. I wanted to show an example of how I used this exact trail in League of Legends :smiley:

This is Kayn, he’s a shadow assassin that battles for control over a powerful possessed weapon. He transforms halfway through the game depending on who wins, Kayn, or the weapon Rhaast! Kayn has the power to walk through walls:

Maybe you already recognize the trail :smiley:
Here it is in isolation:

I have one trail (like the above scrolling ones) that is being multiplied by itself scrolling at a slower rate (the red trail in the gif above) To give it that shadowy, inky dissolve I have an alpha erosion over the emitters lifetime:

Here is the trail WITHOUT the mult, just the alpha erosion or hue

You can get some really cool stuff with erosion :smiley: That’s also what I used on Kayn’s body. If you have any questions let me know :slight_smile:

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It’s so beautiful :heart_eyes:
Is the erosion a separate texture, or is it baked into the trail’s texture?

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Are those textures you make tilable or do you fade them in and out ? And if they are tilable do hand paint them in photoshop or do you use some tool to help you out?