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FX Scene: Solemn Forest
This project was an endeavor for myself to delve into the more technical side of materials and particle generation. The scene was compiled using on hand assets. The only new objects are the main focal objects. The idea was to transition a weapon from one material state to another whilst incorporating particles to help better tie the scene together.
Process 1
This model sheet depicts my first milestone in my project. I created the initial scythe model and set up its two different material states. The model was created using Maya and the two different textures were painted on using Substance Painter.
Process 2
With feedback in hand I went back into Maya and adjusted the model to create a more sturdy staff for the scythe. I also took the model back into Substance and created a more suiting texture for it. Included in the sheet is some of my shader work where the transition between the two materials occurred. The transition was controlled using timeline.
FX Render 1
The rune particles trigger as is being generated by a spell signalling the start of the transition for the object. After the cloud of runes disappears spinning disks of light appear and begin the transition for the weapon.
FX Render 2
Render of my final product in Unreal 4. The material transition has started. Along with the transition some scripted particles are following it to better enhance the effect.
FX Render 3
The accompanying particles are slowly passing up and along the scythe as the material transitions from worn and old to fresh and new.
FX Render 4
Still shot of the end of the scene. The transition ended with the blade fresh and good as new.