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zenith lark
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The principle is no different from the simple texture created at the beginning here

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To get to the example you'd just need a bit more complex shape and more blur

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Your texture looks neat but more convoluted
I'd just keep practicing and try to keep it simpler

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Photoshop also has "tiling" mode which repeats the image as you edit it, so it will be confirmed to repeat seamlessly

zenith lark
woeful vapor
zenith lark
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The repeating pattern thing was released a year or two ago so I think you're fine

woeful vapor
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i have an idea on how to create this one

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since you sent that fire video

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but the one above this one is actually a blur ๐Ÿ˜ญ

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mabye smudge but im not sure if that would work either

idle comet
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Some extra tips; before adding effects like motion blur, inner glow, satin and otherwise paintbrushing, make sure the texture is tiling properly

woeful vapor
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but now the bigger question

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how do i create things where i have no idea what to do

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yknow what i mean?

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๐Ÿ˜ญ

idle comet
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I would look for tutorials or experiment

zenith lark
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Like knowing what kind of brushes you have when planning a painting

idle comet
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You mentioned this, it looks again like someone drew a pattern, blurred/smeared the upper parts and used motion blur

woeful vapor
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i see

idle comet
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it's difficult to replicate something 100% as everyone uses different tools and techniques, so it's just a matter of practicing until you get a similar result

zenith lark
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@woeful vapor My process to make something similar would be

  1. Brushwork 2. Noise overlay 3. Motion blur & noise overlay
  2. Median filter 5. Noise distortion 6. Highlight brush overlay
  3. Gamma curve 8. Finally motion blur
    Step 9 would be to make it repeating
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Could ofc put more effort into it to aim for a specific look
Since I use the free and primitive tool PaintDotNet I have to iterate a lot with filters to "shape" the brushes, as this program doesn't even have brushes

woeful vapor
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thank you for this btw ๐Ÿ™

woeful vapor
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in photoshop atleast

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unless i just cant find it ๐Ÿ˜ญ

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first try hacking at it

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its pretty bad but ill get better ig

zenith lark
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But the principle of distorting pixels by a noise pattern remains the same

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What effects and filters you use doesn't really matter, only how they look

woeful vapor
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in the filters tab

zenith lark
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Could be under "distort"
I haven't used PS in ages

woeful vapor
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what program**

zenith lark
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PaintDotNet, but I don't really recommend it

woeful vapor
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is it not as robust as photoshop?

zenith lark
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It has just a fraction of the capabilities of Gimp or PS, and I'm pushing it to its limits

zenith lark
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Simply because I've used it for so long that it's very familiar to me

zenith lark
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But after all the most important part is just knowing what filters you have to work with and how they look
The rest is just shaping the patterns so they look as they should in VFX

woeful vapor
zenith lark
# woeful vapor you must be super good at vfx man

Decent at least
The nicest part is to get to that level where you can think of an effect and visualize plan for the assets and systems to make it work
Might not be perfect but it feels very liberating when it's not all just learning by trial and error to get there

woeful vapor
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i wish i was able to freely create good looking vfx any time i wanted

zenith lark
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I used to have hobby for a few years to just idly smash image filters together to end up with new and interesting patterns
That turned out to be priceless experience when making textures for particles just like we've been doing today
And it was fun too

woeful vapor
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without worrying about if it would look bad

zenith lark
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Making whole effects is still hard, because there's not really a limit how "good" you could make them with "enough skill"

woeful vapor
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like you can do NO wrong

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and are able to create effects with free mind

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idk i just feel like a bot ๐Ÿ’€

zenith lark
# woeful vapor and are able to create effects with free mind

Usually mostly when making an effect you're already familiar with
The good thing is that you can set goals very low to get a very likely success
Simple and cartoony effects are the best
Then you know that when you do the same thing as before, you'll most likely get the same result so you can try to improve it in small ways with little effort

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When making a fire particle system for the 20th time it's probably not very hard at that point, and each time it looks a little bit better

woeful vapor
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although most of the time it does look really bad, i feel like im learning more from it because i dont know how to do it as good

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i especially struggle on beams

zenith lark
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It also helps that a lot of VFX use overlapping techniques

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Even when trying something new you can find ways to utilize old knowledge
Like, sparks and embers for example are kind of similar

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And trying to dissect effects used elsewhere, especially in old games helps a lot

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Old games tend to be bad at hiding how the effects are done so they're easier to analyze

woeful vapor
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but why would they do something like that

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is it so that no one can copy their style or something

zenith lark
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It just looks more "real" and generally better if you can't see where one particle ends and another begins

zenith lark
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Like how modelers usually want to hide the polygon edges and clipping

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And why clothiers want to hide the seams ^^

woeful vapor
zenith lark
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Old games had much less tech and processing power to do that with

zenith lark
# woeful vapor i especially struggle on beams

There's many kinds of beams and many ways to make them
But most generally I'd think they have a particle effect where the beam starts, another where it ends, and a line renderer in between that appears to move by shader animation

zenith lark
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Instead of a line renderer you could also have particles traveling along a path, and the path could be curved

woeful vapor
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?

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like the one above

zenith lark
woeful vapor
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which can create new ones

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or is that because of substance desginer

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im not sure what you mean by recycled

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๐Ÿ˜…

zenith lark
zenith lark
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It's also ofc economical to store and load less textures

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Pulling some numbers from my ass I'd say Diablo 3 in particular uses like 3 textures for 80% of its particle and shader effects

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Just overlayed and animated in different ways

woeful vapor
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they had some pretty good effects too

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shaders are powerful as hell ๐Ÿ˜จ

zenith lark
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That reminds me this is a must watch since you're interested in this topic

woeful vapor
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i hope it helps

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๐Ÿ˜บ

zenith lark
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It's long but helped me a lot from start to finish!

woeful vapor
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LMAOOO

zenith lark
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Something you may have already run into is that there's a lot of different things to learn here in VFX and in tech art in general
Image editors, shaders, particle systems, VFX graph, model editors, component code may all seem required and for a tech art professional they will be
But there's no need to learn them all at once, which I didn't
I started with image editors, then discovered the Particle System and practiced making effects with just that
I didn't learn any shader stuff until after

woeful vapor
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and learn one before going into the next

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cause all this time ive been just diving into everything

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thats probably why ive been confused for so long ๐Ÿ’€

zenith lark
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Knowing for a fact my particle system works exactly as it needs to before trying to incorporate shader animation into it was a huge help

woeful vapor
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then ill move on to particles

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thank you ๐Ÿ™

woeful vapor
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what brush packs do you recommend?

zenith lark
woeful vapor
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ah i forgot that