Ignis Flare / Unreal Engine Sketch

Final Sequence

Turntable

Meshes created and previewed in Blender using https://sprwtv.gumroad.com/l/SwordSlash

Meshes exported and Blocked into Unreal Engine 5

Slash is made of 3 parts: The front face, the back face, and the lingering smoke

VertexNormalWS is multiplied by an arbitrary float and a texture to create smoky volume

VertexNormalWS is multiplied by an arbitrary float and a texture to create smoky volume

All impact emitters exist in local space with randomized behaviours; one can be instanced multiple times

Sparks fired out create location and collision events to spawn trails and impact sparks respectively

Decal is animated via parameters exposed to the level sequence

Each map is channel-packed into a single file

Each map is channel-packed into a single file

Burn Decal's colors are determined inside the shader and blended using LERP nodes

Burn Decal's colors are determined inside the shader and blended using LERP nodes

The flames are masked to the bottom and sides of the screen, which is distorted via the viewport UVs. Parameters are controlled by the level sequence using a Material Parameter Collection

Final Timeline

Final Timeline

Ignis Flare / Unreal Engine Sketch

A short(ish) Unreal Engine 5 sketch that took around 9 hours to complete over 2 days. Experimenting with a very Riot Games art style in the pursuit of one day working there (Fingers crossed)

All Shaders, Particles, Emitters, and FX Meshes by me
Environment by VFX Apprentice
Most Flipbooks by https://www.artstation.com/hunyoung04 and https://www.rubfish.com

More artwork