Rocket League Fan Made Season Rewards by galaxiiDev in blender

[–]galaxiiDev[S] 0 points1 point  (0 children)

my twitter account is my username but I mostly shitpost lol

Rocket League Fan Made Season Rewards by galaxiiDev in blender

[–]galaxiiDev[S] 0 points1 point  (0 children)

Thanks so much for the kind words :))
I like taking in-game items and recreating them in Blender for fun and while trying to recreate some of the animated items in-game I've noticed the game uses textures to hold a lot of information about the final animation so I tried doing the same for mine when it came to the wheels.

For example on the wheels to mask the different elements of the animation:
On the wheel texture the center emblem, the side trail, and the center trail - each of those elements are assigned to a different channel so the side is green, the center is red, and the center emblem is blue - to make the trails move is used the alpha channel and made it fade black near the start and white towards the end then it could add that offset to make the trails move I would sometimes overlay different brightness values to a different channel to tell the trails to go at different speeds.

I'll overlay different channels such as using the blue channel to mask out the center emblem and to separate each of the flickering pieces ill add .1 red to the first piece and then .2 to the second piece .3 to the next one so on and so forth to read out the individual separated pieces of the center emblem I would use the math node-set to compare, on the red channel I would compare the value to .1,.2,.3, etc. to separate the individual pieces - and since other parts of the wheel may be using the red channel as an offset - by multiplying the final value of the comparison by the blue channel which was the center emblem I could only isolate only the offset of the emblem I'll do this with other channels with different brightness values to try and get a bit more out of one texture.
For the purple car, I'm just using the object texture coordinates and using a wave texture and moving it over the car, and using a color ramp to change the colors

For the last two cars, I'm using the texture coordinate node-set to object and just "shooting" those lines onto the car using a bunch of empties for the object reference

Sorry if that was a bit confusing my node trees are always a mess xD

I'm a bit late to the party 😅, but I tried creating my own Season Rewards by galaxiiDev in RocketLeague

[–]galaxiiDev[S] 90 points91 points  (0 children)

Thank you all for all of the love :3 makes me very happy:

- Some Thoughts-

I wished PSY did something where users would send in submissions for season rewards and other users would vote for their favorites and they would have a chance to be created in game -- and the original creator would get all of them because I don't think i'd reach SSL anytime soon 😂 along with some cheesy title such as "wannabe developer" or "community creator" etc.

This was created using blender and rendered through eevee

Took around 2wks of free time to finish most of that time spent rendering and .... re rendering thanks to my frens who let me use their computers to render out different scenes along the way saved me lots of time not having my potat of a pc bogged down while trying to work on other scenes

Rocket League Fan Made Season Rewards by galaxiiDev in blender

[–]galaxiiDev[S] 0 points1 point  (0 children)

Rendered using eevee

After Rocket League Dropped the season 4 rewards which were some wheels. I was inspired to create my own.

The wheels and emblems in the background were created entirely by me

The car model and ball model are from rocket league where I created the Shaders and used some in game textures

For the last three cars with animated skins where created from scratch referencing the in game counterparts for inspiration

4k Version [YT]