Sig - Sketch#50

not the geo sphere, that orb is fine

this line in the particle glow
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because it just clips into the ground

another idea : add a glow horizontal only…trying to hide that break is a small touch that will help your pop moment, And if it is fast enough is satisfactory. like this
image

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Ohhh I was so into that hard edge the orb is making that I didn’t even notice this one hahaha. Indeed a big hard edge hehe.

Oooh good idea, will add now!

Update!

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this one can use the same technique
image
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you could prob duplicate that same particle and set it horizontal.

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Update:

Am I crazy or the Pop suddenly got much better?!? I’m loving it!

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Torbach, you’re the man!

Many thanks for helping me with all that stuff! I’m really liking it now <3 :star_struck:

I’m heading to bed now. Still gotta record the final version using a better recorder, but I’ll leave that for tomorrow. (later today - it’s almost 6am here in Brazil :dizzy_face:).
Do you know any free hq recorder? I’m completely unfamiliar with that stuff.

the added shockwaves help lead motion to sell the pop outward, nice touches

1 last thing about timing – consider gameplay

a build often indicates to players something is going to happen and it helps to keep that predictable like a heartrate…

1…2…3…B-BAM!
blast_anticipaction_02

or accelerating heartrate like a sneeze works too
1----2–3-ACHOO!
blast_anticipaction_03

for recording unity has a built-in package that can be installed (I haven’t tried it)
I use either
OBS and then compress with Handbrake <–for HD video
or
ScreenToGif <–most of the time I use this

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Indeed the pop is way more “poppy” in these examples and you’re using only a few elements. Incredible how the base structure alone can deliver so much pop. Actually, it makes me think it’s all about that - a well timed base structure.

I tried to achieve that before posting the final version just now. Didn’t want to mess a lot with it because I didn’t know how the recording part would roll. Which…by the way, I had a little bit of trouble hahaha.

Managed to make the gifs, but didn’t upload them in time :pensive:
Anyway, I’m gonna upload a better version tonight.

here sig
image

i find neural network compression works a bit better for VFX animation
blast_anticipaction_04

(color distortion / artifacts around buildup surprisingly interesting :smiley: )

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Yeaaah hahaah I even thought of adding this early when I started making the effect, but completely forgot! Will add on a later version for sure. I really liked it!

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New better quality GIF:

Edit: Still pretty bad actually :sweat_smile:

Is it URP? Try to add soft particles (depth) to your material. I will be better.
image

Youtube video with 3 different angles!

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Looking great Sig, well done!

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Heey Gabriel!

Thanks, that means a lot coming from you!

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Hey, Hovl! Thanks for coming by :slightly_smiling_face:

Yeah, it’s URP. I think Torbach recommended the same thing, but I couldn’t find the options to enable that :sweat_smile:

PS: Got carried away doing other stuff and forgot to reply hehe
PS2: One of the references I used is one of your effects, right? I really like your stuff!

Edit:
PS3: Would you have any orb explosion tutorial floating around? I’m knocking my head on the wall trying to come with up with something. Made some textures already but just don’t know what to do with them :frowning_face:
Tried many stuff on Unity but nothing really combined in a fashion way.

You can download my shaders and take a look how to make a depth: Support package for Hovl Studio assets | Utilities Tools | Unity Asset Store

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Oh, thanks for dropping it here!
I’ll take a look anytime :slight_smile:

Currently working on a new anticipation.

The orb I have live now uses the same texture and motion as in the climax, so it kinda spoils what is gonna happen…not cool.
I also plan to put something on the floor to give away the area of effect (I should have done it already!)

That’s the looks of what I have now:

I like it but…still feels off, way too 2D for me. I want to make it look like it’s is flowing on and around the orb, enveloping it.

I’m open to ideas on what to do with the orb in order to give a “energy gathering” vibe. I liked to size up/down over lifetime, but don’t want it to be the only thing going on with the orb during the anticipation.

PS: Should I bury this thread and open a Sketchbook? Or should I turn this into the Sketchbook itself?

  • I’d recommend fast motion to add the panic of danger
  • most dimension and motion can be implied with 3 particle systems to create enough texture and motion that tricks the eye into thinking it is looking at something more complex than it really is - it doesn’t have to be a sphere and shader, (at least not when sketching and finding things to try)
  • the 3D trail shape you linked in bread-N-butter thread is a nice touch you can explore**

**I did a mock of the idea using a ring mesh throw into particle system with this texture
image
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tests
orb_ideas_02

each is 3 particle system + ring trail**
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  1. middle glow
  2. ring halo
  3. texture ring

these are simple texture I had laying around, but the more complexity you put into the ring textures the more you can push the atmosphere

radial streaks, twirls or wisp shapes

more tests
edit changed up some of the properties because this is fun to noodle the ring pivots and get some more looks
image
orb_ideas_03

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