Overview
Thanks to Pawel Margacz & Sarah Carmody for feedback and guidance.
The idea was to:
- start with an orb on the ground
- lift it up
- gather dark energy
- slams it back on the ground causing an impact
The idea was to:
- start with an orb on the ground
- lift it up
- gather dark energy
- slams it back on the ground causing an impact
Things I kept in mind,
When dealing with shapes, I wanted to make sure that all the textures have sharp shapes to indicate that the orb is evil and the effect is damage based.
When dealing with shapes, I wanted to make sure that all the textures have sharp shapes to indicate that the orb is evil and the effect is damage based.
references
I took a couple of ideas from the references below like:
- the energy gathering effect
- orb going more emissive over time
- color palette (especially for dark orbs)
- the energy gathering effect
- orb going more emissive over time
- color palette (especially for dark orbs)
Meshes
Textures
For the textures, my main focus was to play with the RGBA channels to separate different components and add dissolve maps especially for the impact textures.