For the final week of work on my swordswoman character, I wanted to add some extra smear effects onto the gloves and sword for the counter attack, inspired by the way a lot of games will use things like smoke, motion blur, etc. to sell the momentum of an attack.
For the effects I followed Pierrick Picaut's attack effects tutorial (He has so much good stuff, it's been one of my favorite places to learn Blender so far!) and created two attack flash particles, and two smear particles, just using simple geometry and shaders (Are they particles if they have geometry like that? I'm still unsure.).
And here they are! A blue spark for blocking an attack during the parry start-up...
And a red for the counter punch!
Aaaand the models for the smears. I rigged them to a simple bone chain that I kept the bones disconnected on, so I could stretch n' position it during keyframing.
And here it all comes together!
Here's how those sword and glove smears look in a still frame:
Bang...
And pow!
And lastly, to round out this post, just some unfinished animations that ended up being redone, or as WIPs to work on later. For now though, I'm gonna take a break from this model, and try and either do a new one, or some environment modeling, so I can practice the whole process all over with my new knowledge!
Here's a first draft of a walk, it ended up feeling a bit too stilted and stiff for my liking, so I redid the final walk with a bit more of a smooth swagger to the stride.
Aaaand a VERY rough take on a fighting game intro cutscene, but it ended up being too complex with the sword motion constantly clipping with the sheathe, so I'll have to come back to it later.
And that's it! All that's left is the final reel, showing off the model turnaround and all her animations.
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