Update - 26 Feb 2021
Full progress so far
Wanted to check what the full sequence looked like. Let me know if you have questions about technique or goals!
Update - 23 Feb 2021
Attack and shield
This was an update that I was most fearful of getting right. It's perhaps the most interaction between the two characters in the whole project. Above is a first attempt at blocking out some of the important moves.The hero uses technology to fight the monster. His color palette is blue-turquoise, and most of the things he uses are scripted and very geometrical. The shield is composed of a grid of cubes converted into lines. I created a custom HDA that moves lines along that grid and around the main tech at the center of the shield.
In contrast, the monster uses organic attacks and a red/orange color palette. It's very simulation-heavy and minimally scripted. The blood was especially hard to get right over such a large area. It's a pop network with a pop fluid node to create some semblence of water.
The most difficult challenge of this part was to convey the story of the attack and defence in such a short period of time without having too much going on for the audience to track.
Update - 16 Feb 2021
RnD of a distortion effect on the yell. Accomplished by rendering the temperature volume of a pyro sim and using Resolve Fusion's vector distortion and ripple effects.
Some test renders for tech our Hero will be using.
Update - 9 Feb 2021
Some blood to complement the sand.
Update - 6 Feb 2021
First test render of the sand hydralisk