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Particle Systems for Death animations

Whenever I’m working on a particle system that is supposed to represent physical materials, i try to use a pipeline that matches the physical object. So in this case, I made high poly sculpts for the bones and organs to bake to a texture sheet.
It’s important to avoid making everything perfectly square to fill up the space within each square of the sheet…you definitely want to see non-square shapes. I also try to have arbitrarily rotated elements. Some of these bones are pretty foreshortened, but it’ll add to the overall 3d feeling of the particles even though the particles are flat.
I’ll update this weekend with the finished system!

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