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Use BLENDER to make a Tornado to use in UNITY! [Blender & Unity Tutorial]  

Zach Kolman
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With just a few simple steps, you can create a stunning, mesh-based tornado effect to use inside of Unity!

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28 мар 2023

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Комментарии : 26   
@personismaybe0610
@personismaybe0610 Год назад
Now you just need to use the art of the Unity particle system and BOOM a damn good looking tornado in your game.
@Youseekveek
@Youseekveek 11 месяцев назад
In this video it looks more like a spinning ink cloud. Will the unity particle system make it look more windy?
@Rabbi32
@Rabbi32 10 месяцев назад
​@@Youseekveekyes not only that but some shaders the magic of unity is dope
@kalpolproductions8558
@kalpolproductions8558 10 месяцев назад
@@Youseekveek id recomend you delete the actual gameobject. make a new particle system. and in shape choose mesh and then choose this tornado mesh. after that the particles will spawn in a tornado shape. i havent used unity in a while but i believe it will work. tweak the textures and size of those particles will make a greate cloudy effect
@dertobbe1176
@dertobbe1176 8 месяцев назад
​@@Youseekveekyou can add whatever you want. For example a Spiral spinning System to spin rocks around it upwards. Bist use your fantasy 🙂
@luctisd1610
@luctisd1610 5 месяцев назад
I think you have to apply a cloud/wind-like texture to the tornado, maybe with transparency on some points. The particle system can add some extra details like smaller particles flying around.
@nikz000
@nikz000 12 дней назад
If you haven’t done it already cause no one did, Do this in a five to 10 minutes tutorial. This system could help a lot of game artists and developers alike
@zachkolman5200
@zachkolman5200 12 дней назад
It’s good to hear there’s interest in a longer one! Most definitely something I can make happen.
@nikz000
@nikz000 10 дней назад
The part with script and assignments in Unity I have to really focus and watch multiple times to understand, would be really helpful thanks
@p_stains
@p_stains Год назад
that's cooool
@ValeGoG
@ValeGoG Год назад
10/10
@a.j.outlaster1222
@a.j.outlaster1222 Год назад
Nice, But, It's spinning backwards...
@luctisd1610
@luctisd1610 5 месяцев назад
You can apply the uv offset/movement via ShaderGraph or Shader code bound to the Tornado's material. By this way you can even add further visual effects to it. Is there a reason, when it is better to use c# script for it?
@JadenAllen
@JadenAllen 4 месяца назад
Well as far as I know shaders don't displace the actual vertices and they only do so on the gpu. For example a water shader wont work for collisions on the water surface, something like a boat or player swimming on the waters surface needs to have access to the vertex position and the only way to get the height of the wave is to replicate the noise algorithm in script since you can't get the height directly from the shader
@Osc_RBX
@Osc_RBX 11 месяцев назад
Its so fast I cant actually keep up
@AlphaGilgamesh
@AlphaGilgamesh 10 месяцев назад
1:00
@muhammadannys668
@muhammadannys668 11 месяцев назад
Nice tutorial, but why export it as alembic? Is there any reason, because i always export all my object as fbx and never use other extension
@elpathdigital4391
@elpathdigital4391 11 месяцев назад
Not sure, but as far as I know, Alembic is the way to go when you need to export vertex movement. I’ve seen some people export water and cloth simulations using this format.
@mejaisstacks2627
@mejaisstacks2627 9 месяцев назад
​@@elpathdigital4391can you do this same animation in the video but using armature and fbx format?
@starvosxant4348
@starvosxant4348 4 месяца назад
Alembic is AFAIK the only standard way to export geometry caches. For those who are not familiar, geometry caches are animations that doesnt use bones or armatures, like FBXs. Instead, the own geometry of the object is moving (Vertex animations) making it an animated thing. Alembic is the standard format for these cases just like FBXs is for rigged objects. Alembic is the FBX of the geometry caches.
@starvosxant4348
@starvosxant4348 4 месяца назад
​@@mejaisstacks2627yes but a lot unfeasible. Too much work and attention to details. Is like trying to animate a ocean with bones. Possible? Yes. Feasible? No.
@muhammadannys668
@muhammadannys668 4 месяца назад
@@starvosxant4348 i see, thanks for the explaination
@BigNine
@BigNine Год назад
bro i need more instuctions what to do
@a.j.outlaster1222
@a.j.outlaster1222 Год назад
If you want, I cam get you a link to make a Rasingan, They cover that spinny "simple deform" modifier and more. Plus, He was clear enough that I made it even facing Blender crashes.🙃
@mejaisstacks2627
@mejaisstacks2627 9 месяцев назад
​@@a.j.outlaster1222can you link that rasingan, thanks and awesome!
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