The Loud 1
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The Loud 1

Mohamad Tabbaa
by Tabz on 9 Feb 2021 for Rebelway FX Challenge

For this project I am going for urban city-like environment. The effects will be a balanced mix of magic freedom and physics limit. My solid plan is to make this shot awesome. Personally, this challenge is a self-challenge first and it is a great opportunity to show off some of my skills.

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Update - 10 Apr 2021

Hydralisk Update.

I decided to give Hydralisk lightning power. The characteristic of the lightning is chaotic and a bit undpredictable. Hydralisk strikes some lightnings which hit the ground, moves towards target (Cyborg), gets more agressive as it is moving, hits the target & sometimes miss the target.

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Update - 6 Apr 2021

This is what I have so far!

this is a low resolution flipbook cooked by Redshift overnight. The main purpose of this flipbook was for render test & for me to see how all the elements I have SO FAR are working together. 

You might catch the error that Ive noticed where Redshift was instancing the same debris shape for all points. The problem is fixed by checking some of RS parameters but the fix is not reflected in the flipbook due to lack of time that is needed to render a new one.

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Update - 6 Apr 2021

Dust Update

Update - 5 Apr 2021

Ground Update

Update - 5 Apr 2021

Environment Update 

Update - 5 Apr 2021

Update - 2 Apr 2021

Update - 31 Mar 2021

Update - 31 Mar 2021

Update - 9 Feb 2021

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Update - 4 Feb 2021

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Update - 13 Jan 2021

Update - 6 Jan 2021

As a start, I have a quick environment set for inspiration purpose and a quick basic ground breaking deformation also serving the same purpose.
A concept I have for Hydralisk is that he is made of rock fragments. He is energy/ghost that lives underneath. He has ability to move/control rocks. His appearance is a process of him moving/attracting rocks thus forming his shape. Each rock has its unique individual transforms. Each rock can collide, fracture, break off (free fall), etc.

One of the early challenges I managed to overcome was correctly setting the transformations to each corresponding rock piece. The mesh was giving me hard time as it was all self-intersecting, stretching & deforming which made it impossible for the pieces to stay where they are naturally expected to be. The problem is fixed  and Hydralisk looks pretty now. 

Next is developing the look & feel of the rock pieces further and most importantly the movement they will have and how they will interact internally & with the environment.

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