Main Render
Alt. Angle Render
The light effect on the smoke is faked using a technique I found from Studio Tuatara, using World Space Sphere Masking. It makes the smoke look like it has a lot more thickness, and is easier to spot in isolation when viewed from above like this.
This project is another one of my two-week challenges that I undertook while at Glaucus Games, this time I wanted to try to focus on more physical elements in order to "round out" my portfolio after getting some feedback about it from some of my peers within the industry. To that end, I spent a lot of time working with the rocks, the cracks, and the dust in this effect; I think it came out really nicely!
I'm especially proud of the cracks and the dust itself, I think they have some really nice depth to them and give the effect a great feeling of volume, despite a lot of it just being work with 2D Sprites. It kind of makes me want to consider doing a project that’s solely focused on creating textures or meshes, could be a fun experiment! I also once again want to give big thanks to my supervisor Nicholas, who has been a great help by constantly pushing me to improve and practice my skills.