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This eighth episode explains the creation of a very simple stylized Fire effect in Unity, including texture creation and layering.
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The principle is no different from the simple texture created at the beginning here
To get to the example you'd just need a bit more complex shape and more blur
Your texture looks neat but more convoluted
I'd just keep practicing and try to keep it simpler
Photoshop also has "tiling" mode which repeats the image as you edit it, so it will be confirmed to repeat seamlessly
tiling mode?
intresting
It might go by another name but it certainly exists in newer versions
if im correct i think i have pt 2023
The repeating pattern thing was released a year or two ago so I think you're fine
but how would i go about making these shapes? im not even sure where to begin for, hmm lets say creating something like this
i have an idea on how to create this one
since you sent that fire video
but the one above this one is actually a blur ๐ญ
mabye smudge but im not sure if that would work either
Some extra tips; before adding effects like motion blur, inner glow, satin and otherwise paintbrushing, make sure the texture is tiling properly
dope
but now the bigger question
how do i create things where i have no idea what to do
yknow what i mean?
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I would look for tutorials or experiment
You get experience with the tools and once you know the ways to create an manipulate images you start thinking with them
Like knowing what kind of brushes you have when planning a painting
You mentioned this, it looks again like someone drew a pattern, blurred/smeared the upper parts and used motion blur
i see
that makes sense
ahhh
alright
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
@woeful vapor My process to make something similar would be
- Brushwork 2. Noise overlay 3. Motion blur & noise overlay
- Median filter 5. Noise distortion 6. Highlight brush overlay
- Gamma curve 8. Finally motion blur
Step 9 would be to make it repeating
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
wow
thank you for this btw ๐
im trying to create it and theres no option for "noise distortion"
in photoshop atleast
unless i just cant find it ๐ญ
first try hacking at it
its pretty bad but ill get better ig
It goes by different name in every program
PDN calls it "dents"
But the principle of distorting pixels by a noise pattern remains the same
What effects and filters you use doesn't really matter, only how they look
true
is there a reason why i cant find it
in the filters tab
Could be under "distort"
I haven't used PS in ages
what did you use for this?
what program**
PaintDotNet, but I don't really recommend it
why not exactly?
is it not as robust as photoshop?
It has just a fraction of the capabilities of Gimp or PS, and I'm pushing it to its limits
ah i see
Simply because I've used it for so long that it's very familiar to me
that makes sense
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
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
ive been trying to achieve this for so long, what it feels like im doing right now is just memorizing the properties of the vfx, like im a robot with no mind
i wish i was able to freely create good looking vfx any time i wanted
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
without worrying about if it would look bad
man ๐ญ
Making whole effects is still hard, because there's not really a limit how "good" you could make them with "enough skill"
yeah but like isnt there a point where you reach like this zen state
like you can do NO wrong
and are able to create effects with free mind
idk i just feel like a bot ๐
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
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
yeah but ive stopped doing this, instead of doing things i know ive tried doing things that im not very confident i can create
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
i especially struggle on beams
It also helps that a lot of VFX use overlapping techniques
Even when trying something new you can find ways to utilize old knowledge
Like, sparks and embers for example are kind of similar
And trying to dissect effects used elsewhere, especially in old games helps a lot
Old games tend to be bad at hiding how the effects are done so they're easier to analyze
are you suggesting that vfx artists try to hide the way there effects are done?
but why would they do something like that
is it so that no one can copy their style or something
It just looks more "real" and generally better if you can't see where one particle ends and another begins
ahhh
i see
Like how modelers usually want to hide the polygon edges and clipping
And why clothiers want to hide the seams ^^
ahh that makes alot more sense now
Old games had much less tech and processing power to do that with
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
ahh
Instead of a line renderer you could also have particles traveling along a path, and the path could be curved
would i have to create a beam texture beforehand
?
like the one above
Yes
Once you have made or found some textures you won't need to make many new ones since they can be recycled
using the shader system?
which can create new ones
or is that because of substance desginer
im not sure what you mean by recycled
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Shaders let you create almost any kind of motion on a material
Textures are useful for that purpose, so you can overlay and animate them in the shader
Re-used
Most of VFX isn't visually super "clear" so it doesn't actually matter a whole lot what your textures look like, as long as they have the correct type of variance
It's also ofc economical to store and load less textures
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
Just overlayed and animated in different ways
no way
they had some pretty good effects too
shaders are powerful as hell ๐จ
That reminds me this is a must watch since you're interested in this topic
In this 2013 GDC session, Blizzard Entertainment's Julian Love discusses the implementation of visual effects in Blizzard's Diablo franchise.
Register for GDC: http://ubm.io/2gk5KTU
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GDC talks cover a range of developmental top...
ill give it a watch real quick
i hope it helps
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It's long but helped me a lot from start to finish!
ill definitely watch it now
LMAOOO
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
so i should break down how i learn into parts?
and learn one before going into the next
cause all this time ive been just diving into everything
thats probably why ive been confused for so long ๐
Consider that option! Since these systems are so different, it can be a huge mental strain to learn them at once
Especially since those systems will need to work together
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
alright ill instead try to learn how to get these darn textures to work
then ill move on to particles
thank you ๐
quick question
what brush packs do you recommend?
Couldn't tell ya
Like I mentioned my program of choice doesn't even support more than one brush total
ah i forgot that