lunes, 31 de octubre de 2022

RRP VFX in Unity using particle system

Some of the effects that I made for some RPP projects. Had a lot of fun learning the Unity particle system while also making these assets that added more to the gameplay of the games. Some, like the wind, didn't made it to the game but this made me learn of setting what are priorities and what's best for the time and scope of the game.

Wind particle effect:


Blast particle effect:


The sprite smoke used:


Result in Unity:



The Unity system have many setting but I would say that the must important when starting the creation of the effect are the Start Lifetime, that as the name says if the time the particle is alive. once this time in seconds passes it is destroyed. The other to important settings are the Start speed and Start size of the particles. All this parameters can be given as a constant but I think is better to use a random between two constants since it give it more noise and naturality to the effect. And like its been mention 'randomness make better VFX'.


The wind effect uses the Trail setting that adds a trails to the number of particles used in the component. This allowed to make a cartoonish looking wind effect. The nice thing is that you can modify the the movement of the particle using the Velocity over lifetime on the different axis to get the trial desired.



Using the Renderer setting you are able to give the look of the particles. using a unity material, sprite sheet or even a light.


viernes, 28 de octubre de 2022

VR Hands And Props (Proxy Pass)

For the first week of the VR project I model a proxy mesh of the hands of Chihiro. I use the UE mannequins hand as a reference but made the more thin and smaller since Chihiro is a 10 year old kid. Also use a reference image from the movie to model them more accurate.


Tried to make the simple but with good topology so that the rig would work better.







lunes, 24 de octubre de 2022

Gatherer's Garden Prop Week 1 - Proxy

 

Arnold render


vending machine proxy

power up and needle proxy

The tris count is around 7.4K which I'll like to maintain since I still want to add the little sister model.


Reference:



viernes, 21 de octubre de 2022

Haunted House Blueprint

 


For this project I create an spooky/haunted room where the lights and furniture are trigger with the players interaction with the TV and moving in the space.


After the there events are meet then the function "shakeshake" that gives a earthquake effect to the blueprint furniture that is also given to the child blueprints of it (chair, table, etc)



lunes, 3 de octubre de 2022

Game Asset Creation - barrel (High Resolution Sculpting Initial Map Baking)

 

Render in Arnold

Render in Arnold



Color ID
Viewport of Zbrush

Render in Zbrush


UV

Viewport of Substance


It was a bit difficult for me to think of the high quality model separately from the low quality model but once I started to transfer the meshes to substance and do the bake that I got it.
Zbrush is a pretty intimidating program for anyone just starting out. many times I had to close the program and open the previous version of the file since I did not know what I had done that had damaged the model or lost something that was no longer visible. But once I got more practice with it I started to have more fun using it.

Final Delivery

 For final delivery I was mainly polishing up the VFX and adjusting the times to fit the final animation. One of the first fix was changing ...