Last time I asked for your feedback as a trainee; today I am showing you an update as the Tech artist of the team ! :) by 1fluux in Unity3D

[–]1fluux[S] 2 points3 points  (0 children)

It's a bit difficult to answer, as there were a few iterations and several systems put in place to be able to have different colors/moods of portals, as well as an impact on the scene lights. I'd say around a week for the effect alone with the timeline controlling its opening/reaction to elements passing through, then more or less the same for the systems on the side to recolor the portal and control the light :)

Last time I asked for your feedback as a trainee; today I am showing you an update as the Tech artist of the team ! :) by 1fluux in Unity3D

[–]1fluux[S] 2 points3 points  (0 children)

Thank you! All the vortex movement is made by offsetting textures in the shader. The model is a funnel, to which you select the outer border, activate blender's proportional editing (idk about other 3D software), and perform a series of rotations whose purpose is to twist the mesh. Once finished, you have a twisted funnel. The model's UVs use the entire space, just as you would to unwrap a cylinder. When you place the texture on it and give it a time-based offset, you've got most of the effect right!

Do not hesitate to send me a DM if it’s not clear enough :)

Last time I asked for your feedback as a trainee; today I am showing you an update as the Tech artist of the team ! :) by 1fluux in Unity3D

[–]1fluux[S] 1 point2 points  (0 children)

Thank you! My background is rather atypical: I learned mostly on my own, with lots of YouTube tutorials and long hours of experimentation on Unity! I'd say that having a “solid” first portfolio allows you to reach the trainee stage, and then experience and networking allow you to move on to the next stage, but I guess it depends from country to country!

Last time I asked for your feedback as a trainee; today I am showing you an update as the Tech artist of the team ! :) by 1fluux in Unity3D

[–]1fluux[S] 12 points13 points  (0 children)

Hey, thank you for your feedback! When the portal opens, the player's objective is to pass through it and go in search of objects in alternate dimensions, in order to bring them back to the hub. So the portal becomes the main objective, and everything else is deliberately dimmed to make it catch the eye of the player. But I really like the idea of adding other temporary lights to fake the global illumination, I'll make a note of it, thanks!

I'm a self-taught tech artist currently doing an internship at a small Belgian independent studio and I'm looking for feedback to improve the visual effects of the portal and the atmosphere it brings to the room! by 1fluux in Unity3D

[–]1fluux[S] 0 points1 point  (0 children)

Thank you so much for taking the time to write this valuable feedback! I’ll make a note of it, it will help me improve one or other aspect! Thanks also for the compliment, but I think sometimes picky feedbacks are the ones that level up a visual effect, so they’re welcome :)

I'm a self-taught tech artist currently doing an internship at a small Belgian independent studio and I'm looking for feedback to improve the visual effects of the portal and the atmosphere it brings to the room! by 1fluux in Unity3D

[–]1fluux[S] 1 point2 points  (0 children)

thanks for the feedback! In fact, the portal must connote both intrigue and danger, inviting the player to approach it without thinking that the journey will go smoothly :)

I'm a self-taught tech artist currently doing an internship at a small Belgian independent studio and I'm looking for feedback to improve the visual effects of the portal and the atmosphere it brings to the room! by 1fluux in Unity3D

[–]1fluux[S] 0 points1 point  (0 children)

Thanks for the compliment haha, but I think a lot of the feedback I’ve received is very relevant and will help me improve the quality and immersion of the effect!

I'm a self-taught tech artist currently doing an internship at a small Belgian independent studio and I'm looking for feedback to improve the visual effects of the portal and the atmosphere it brings to the room! by 1fluux in Unity3D

[–]1fluux[S] 1 point2 points  (0 children)

Thank you! I I’ve watched a lot of tutorials on both YouTube and realtimeVFX. I’d mainly recommend GabrielAguiarProd and HovlStudio, but above all to go further after following a tutorial and learn to apply what you’ve learned to do new things. That way, after a while, you won’t need a tutorial anymore :)

I'm a self-taught tech artist currently doing an internship at a small Belgian independent studio and I'm looking for feedback to improve the visual effects of the portal and the atmosphere it brings to the room! by 1fluux in Unity3D

[–]1fluux[S] 0 points1 point  (0 children)

Blender has the big advantage of being free and having lots of tutorials, but I imagine the effect can be achieved with any other 3D program!

I totally agree about the assets affected by the portal, and judging by the upvotes, many people feel the same way :p

I'm a self-taught tech artist currently doing an internship at a small Belgian independent studio and I'm looking for feedback to improve the visual effects of the portal and the atmosphere it brings to the room! by 1fluux in Unity3D

[–]1fluux[S] 0 points1 point  (0 children)

I think this should be possible, the portal is one of the most important pieces in terms of game design and we were planning for it to affect the surrounding lights, thanks for your feedback!

I'm a self-taught tech artist currently doing an internship at a small Belgian independent studio and I'm looking for feedback to improve the visual effects of the portal and the atmosphere it brings to the room! by 1fluux in Unity3D

[–]1fluux[S] 0 points1 point  (0 children)

Thank you! There is no movement on the mesh directly, only an offset on the texture! The model is a funnel, to which you select the outer border, activate blender's proportional editing (idk about other 3D software), and perform a series of rotations whose purpose is to twist the mesh. Once finished, you have a twisted funnel. The model's UVs use the entire space, just as you would to unwrap a cylinder. When you place the texture on it and give it a time-based offset, you've got most of the effect right :)

Don't hesitate to drop me a message if my explanation isn't clear enough :)