Flame Painter 4 is a powerful software that allows you to create stunning digital art with lifelike organic brushes. With its new particle systems bundle, you can create even more realistic and creative effects
Sound design, what's that? 🤔 I only know level design. 🤪
After the Professor helped us with multi-scene loading, we actually were able to allow multiple people working on the project at the same with Plastic SCM!
Jacob worked on the Tutorial Peripheral City scene while I focused on on the main level's Peripheral City scene.
Oh so many pylons for the Dreamscape.
One major issue was that the Mobsters in Noir were sliding and their animation was not working in their legs. I managed to fix this problem by reuploading his model in Mixamo, importing him in a different Unity project where he was workin, and then finally imported into the main project. Now he works. Yay!
A weird problem we had was that was that the rain for Noir wasn't showing up. Connor and I worked on trying to fix this by declaring it as a ParticleSystem rather than a GameObject and using SetActive. We used GetComponent at Start and then used Play and Stop as it swaps through universes.
Prior code in the Game State Manager:
This wasn't working on the Game State Manager script, so with Jeremy's help we decided to make it it's own separate script that would be placed on the particle system itself.
That worked, as you can see in the video.
Connor and I also got the ragdoll ready to be used as well. Vettel's dead body can be all over the place now!
Jeremy worked on the code to instantiate the ragdoll.
I also worked on lighting with Jacob so the color intensity is not overpowering.
The last thing I worked on was getting greyboxed cars out and replaced with polished models.
I also added a spark particle effect to the butterfly to help add polish.
CollisionEvents make sure I can trigger certain things on collision. I know i want to fade out the particles when they collide with the player, so there is no fixed particle lifespan. The distance to the player had impact on the particles lifetime and this is why CollisionEvents make it possible to trigger the fade effect at the right time.
As of now I have scrapped the particles with trails to the player for various reasons. It mainly has to do with aesthetic reasons and the performance cost. Another important factor is the controller responsiveness and the player being able to quickly absorb and abstain energysources.
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