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While at a smaller scale than I first intended it to be, I think the final timings work well.
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I didn't save every iteration of the effect through the project, but I went through quite a few. Here's 3 that show the effect before I made it "water-focused".
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There are five layers of the first impact (six if you count the ground breaking). Each element adds to the silhouette.
I wanted to create a layered VFX and incorporate more Houdini elements to better understand its workflow, as I haven't used it much before. I also aimed to design an effect that alters the environment in some way.
I was inspired by Simon Stรฅhlenhag's cover art for 'Mutant Year Zero: Machinarium' in which you can see a city being reclaimed by nature. My first idea involved an expanding mask effect, where vegetation would slowly spread out. However, as I developed the concept, I felt that it was missing something, so I decided to go for a more explosive approach.
I experimented with several different ideas to capture the feeling I was aiming for. Over time, the effect changed a lot and became something entirely different in the end.
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- Workflow could have been better with improved planning.
- Should have sketched the effect in 2D instead of excessive experimentation in Niagara and shaders.
- Despite this, learned a lot through iteration and testing.
- Successfully pivoted to a "water-based" effect.
- Able to reuse existing meshes by applying different shaders and textures.
- The project served as a valuable exercise in adaptation and resource reuse.
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- Create multiple versions of the effect for various surfaces (walls, etc.), which was my original intention when making the signpost and curb.
- Expand the environment with additional elements like buildings and cars.
- Develop different "naturalization" effects that respond to where objects are hit.
- Overall, build a more diverse and responsive environmental interaction system.