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!
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
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
YA! Once you get the steps down it’s really fast. I’m glad it was helpful!
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
Will give the trails, and the Uv scrolling thing a try today though!
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
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
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 That’s also what I used on Kayn’s body. If you have any questions let me know
It’s so beautiful
Is the erosion a separate texture, or is it baked into the trail’s texture?
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?
@Travis It’s a separate texture (below)
@Filip_Kovac They are tileable! I hand paint them using the technique above from the trail tutorial. I often use the Filter-> Other → Offset (wrap) to make sure everything tiles well (below)
You can create tiled textures in Krita, is easier to do them. And the software its free with stabilizer
Try adding some mov blur and a make a better shape ^^ GL
Promised this awhile ago ^^; If you have questions lemme know!!
(open image in new tab to see it large ^)
Yay!! Thanks @ShannonBerke for such short and sweet tutorials
Love this topic!
I would love to learn more about painting textures. Especially about noise. How do you come up with them? Most of the time I’m amused how much you can achieve with just well painted noise scrolling over a mesh.
A few years’ back, Julian Love said in his GDC talk that for him, good vfx should have the entertainment quality of a firecamp.
This is exactly how if feel about this trail, I don’t get tired watching it. Also you can’t read through the textures panning, it blends so well! Lovely work.
I always loved Kog’maw so much. Juicy goodness
wonderful , love it sooooooo much:heartpulse: Expect your more tutorials
I have really been enjoying and learning from these tutorials, but the only thing I can’t get to work is multiplying the textures together to give it that wispy feel. I have tried some different things in Unreal and Unity but can’t seem to get it to work like you have with the orange trail.
i wanna say a BIG THANKS for your sharing