I had avoided to put in some kind of smoke in the grenade explosion because the smoke "overwrote" the other effects. Then my friend just told me to move the smoke a bit behind the stuff and I felt pretty dumb for not even thinking of that. Doh! So I added a bit of smoke and also tweaked the curves for other effects to make it more dynamic and less static and boring. I re-created the grenade explosion, using some stuff I learned while making the bullet impact. Screen algnment: PSA velocity is pretty useful for creating sparks and real sharp shrapnel. I also realized that I thought I could not use size over life for the bullet impact, but that was just me being silly. So I need to revisit that too. Continuing poking around in cascade using the primitive shape materials. This time, I attempted a bullet impact. Again, learned a lot while poking around with this one. To familiarize myself with cascade I attempted a grenade explosion limiting myself to the square, circle and triangle shaped materials. I am also limited to only using these in cascade: Acceleration > Acceleration Drag Color > Initial Color, Color Over Life Lifetime > Lifetime Light > Light Location > Initial Location, Shapes Rotation > Initial Rotation Rotation Rate > Initial Rotation Rate Orientation > Lock Axis Size > Initial Size Velocity > Initial Velocity, Velocity Over Life, Cone Might not look much to the world, but I learned a lot poking around in Cascade. Will attempt bullet impacts next.
|
BlogThe blog of Aydin Afzoud, Senior Game Designer at MachineGames. Archives
January 2021
Categories
All
|