Tobias Noller: Sketch #6 WIP

Hey guys,
i usually don’t find the time to participate, but i did some mesh tests at home anyway, so i gave it a try.
Could be improved further by adding more details like smoke, dust particles, heathaze, vertex offestanims, glowy bits on the engine etc., but a rough direction is there already. Dunno if I will find the time to finish this though, but wanted to share anyway. The gif quality is also not perfect, sorry about that.

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This looks super sexy dude, really great job! I hope you have time to work more on it, even if you don’t finish. The color range is really appealing.
I see that clipping or texture seem can’t quite tell >.<

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I really hope you get to work on this for at least another hour before deadline; just an FYI i sped it up x8 to make it violent and I think speeding it up x10 - 12 is a simple tweak to give it punch

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Small Update, added some more details:

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https://s3.amazonaws.com/wizforumbucket/monthly_2016_11/49810620.jpg.7bbf3d20c764730df2eb40a41ea427ee.jpg

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I really like the effect! Could you explain how it works? =D
I’m trying to make something similar but can’t achieve… don’t know how to say it right…flow smoothness like your effect has:

I think you’re on the right track. My effect is basically just a long mesh-particle with a panning texture and a fade out at the end:

What you could do to smooth out the panning:

  • Shifting some of your UVs slightly, to controll which areas have fast/slow flow.
  • Add another panning texture (a blurred and ‘smoother’ one) on top of the first one, which pans slightly slower
  • Get rid of the ‘jagged’ edges by adding a fresnel to your material, fading out the edges
  • Up the resolution of your mesh slightly and add a panning vertex offset, like a wave, this helps breaking up the silhouette
  • Slightly decrease opacity on your material and make it ‘double sided’
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