Monday, 26 May 2014

Texture and Particle Art

Material for one of the screen meshes used.

Mesh Data based particle system.
Basic Door Texture used in game with corresponding material editor node set up

Slightly more complex, this one has the red parts glowing and blinking, visible in game as the Server asset in the server room area.

Basic set up for the fire particle effect, in it's material form. The colour is added in Cascade. This set up uses noise maps and pans certain co-ordinates over the base texture image, giving an animated look to the material.

Basic "Light Beam" using a similar material set up as the above fire. I used beam data in Cascade to control the shape and size of the Light Beam.

"Energy Ball" Here I have used two instances of the same material to make smaller spheres fly out from the larger central one.

Here I have expanded on the previous and used multiple materials to make another energy ball type effect.

This particle system uses mesh data, the mesh was a basic sphere with a crosshatch of lightning bolts as it's texture sample. 

The Fire particle, using the complex panning texture and noise maps. Now with a colour parameter from Cascade.


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