Study of block-in and Timing

Hii friends, this is my first post here, and very excited to have found this community and this space to grow professionally :wave: :wave:.

I just wanna share with you my study of block-in and timing after read the post of @Keyserito Post-timing-block-in. For me, it was very interesting to achieve such a tangible effect using only basic shapes and focus only on the timing.

My idea is to try to achieve a modular impact effect, which can add different styles to represent different types of impacts (fire, ice, magic, etc.). In addition to being able to integrate it into my portfolio.

With this post, my intention, apart from just showing what Iโ€™ve done, is to try to get as much feedback as possible so I can improve (or if I should change anything) and also ask about what I can take into account to create a style similar to the effects that were made for the games Diablo 4 and TitanQuest II. I have always tried to create vfx, but I usually do them in a very stylized way, and I havenโ€™t achieved the particular visual look that these games have.

I really appreciate your time and the feedback I received. I hope you have a nice day.

Here is the video :point_down: :point_down:, with the impact:

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Very cool! Maybe incorporate some flashes of value contrast with darker greys and blacks mixed in as well.

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Oh thank you Jason, so you mean, change color of some particle to be more gray and darker right?
And with the flashes, I donโ€™t get it what you say, or how can I add some of them? Flashes on camera?

Thanks for the answers :face_with_hand_over_mouth: :face_with_hand_over_mouth: