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FAST TRAVEL
The burn of Shaman Totem June 28, 2018
The legacy of Taurens are very uncertain. Players only get a gleams of them as they are introduced to Claire Bloodhoove. However, their power and fragments remains in the loney land of the Barrens. This power, extinguished. Their history fade from the embers through the winds.









Zbrush Original
Zbrush after burnt



In construction script I allow myself to adjust different parameter that is directly towards the totem to have a live preview of the totem animation .

The map on the left was painted in substance painter. It is a guide for how the fire will burn. As an if statement slowly lerp through the darkest color to the brightest to create this transition effect.
Here lies all the control parameter that matter. Plus a master control that will drive a lerp that preview everything.

Afterburn is the glow that was created after the fire burnt. This value controls the amount it can glow and how it decays.
Color change darkens the border when burnt. it was mostly controlled by a delay that is a division.
Cinematic Setup
The particle will start to appear one by one. A delay between each other was created to ensure this effect happens.

Deactivate all particles and have them spawn to spot. A time line start running for the bolt to strike.
At the end, deactivate particles.
Rock impulse

The impulse node takes in the direction and the amount that the rock will launch
​
Location vector of rock
-
Location vector of shaman totem
=
direction of impact
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Normalize to neutralize value
(or else further rocks have bigger vector value)
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The direction of impact X parameter
=
Strength of launch
Grass bend and wind
Add wind to get more movement from the grass.

Get direction vector so that it bends towards that direction
The impact closer will result bigger. However, the direction vector doesn't reflect that. To invert this value. I minus the direction vector with a universal max number.
Paticle

FAST TRAVEL
Particle Gallery

Fire smoke

Explosion with sparks

Atmospheric sparks

Stylized explosion

SubUV Fire

Vector field generated with Maya's fluid simulation. Exported with MelScript


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