#couldn't be bothered :( to figure out how to animate the effect in the no results gif
Explore tagged Tumblr posts
house-on-sand · 3 months ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
running, heart thudding. exertion? or fear? "i might lose control! i might hurt you!" the emerson system is a hollow shell. no help there. no sense remains. "DON'T COME NEAR ME!" no rules apply. there are no rules for this. "no one can come near me! ever again!"
— featuring kit connor as damage.
(google templates & insp by @cal-kestis)
(secondary insp by @roseapothecary)
32 notes · View notes
battaliaart · 2 years ago
Text
Finished! - Na Na Na 24 Update 10
youtube
youtube
I'm actually shocked this part came out so good. It took just shy of a month nonstop (not counting the year old stuff) and so much was put into it, to yield a pretty great outcome worthy of the best of EidolonEntropy playlist. Couldn't ask for a better production cycle.
In addition to documenting the process here, I also recorded the entire production pipeline of the final shot and have whipped up a timelapse video with tips and tricks incorporated throughout. Check it out:
youtube
There's one aspect of that process that couldn't make it into that video due to my computer being incapable of recording it without crashing - the production of Vergil's frostbreath effect. Unlike typical fire breath, which you can typically find free flamethrower stock footage for and make that work, frostbreath is an entirely fictional thing so we have to get a bit creative with it.
I used much of the same stuff I used for Frozen Heart 14, when Winter blows frostbreath on Foeslayer's restraints, but did it a lot Better because then I was working on an even less powerful computer that crashed every time I tried to render those effects.
Using Continuum Particle Illusion, a sweet little particle effect generator bundled in with BCC effect packages, I made a stream of particles that sorta resembled misty ice. The project file itself is a bit jank and hacky because it's not easy to intuit what many of the parameters do, and I couldn't figure out how to retime the effect emitter, so I ended up doing that in post. The result came out pretty convincing I think:
Rendered out in an alpha supporting .mov container, and with a blend mode and a couple glow effects applied, it's easily on par with the flamethrower asset used for Dante. Another different Particle Illusion file later and we have a neat clash animation that isn't terrible. Can we all agree I've redeemed myself after fumbling with this exact same thing in the Miser Bros. MAP end card?
And with that we close out the first saga of the Behind The Scenes Animations with B series! can't believe anyone actually bothered to read this that's pretty pog
7 notes · View notes