Phantom Stabbers

2019

These effects were created for the character abilities in Outriders.

Stuff:

  • List
  • This Jira ticket just appeared: https://can-jira-qa.square-enix-europe.com/browse/MAD2-20492 I think there is not much that can be optimised on Phantom Stabbers that won't impact the look. It has 6 beams which are all necessary: 1: The shard beam has to be separate because it has different UVs and needs different Color Over Life (which is used as dynamic parameters since beams don't support it) 2&3: Electricity needs 2 beams since one is as a material instance with different WPO settings (Noise module breaks curved beams that are linked so WPO is the only way to avoid flatness) 4: Smoke has to be seperate from electricity because smoke has blendmode translucent and electricity has blendmode additive 5&6: The trail / lingering smoke needs 2 beams for the same reason as the electricity and needs to be seperate because it is the only beam that can (and should) use the noise module Stuff I could still do: 1. Remove one of the light emitters (The light spawns on the character when the lightning flows around him) (Will impact the look a bit) 2. Remove the smoke beam (beam 4) since it is less important than the other ones, it just adds some randomness. (Will impact the look a bit) I think the best way to optimise is to not spawn 3 differnet particle systems but instead have one parameterised. The only difference is the bone/socket location (Hand_R, Hand_L, spine_03) And the source and target tangent (0,40,10 - 0,-40,-10) and (0,-40,10 - 0,40,-10) The tangents can be changed in blueprint and for the bone location I don't see a parameter option but this should also be able to be changed from blueprint. Phantom Stabbers Beam

    Older videos showcasing different parameters can be found here:

    Created with

    • Unreal Engine 4

    • Autodesk Maya

    • Adobe Photoshop