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Waypoint VFX (Inspired by The Legend of Zelda: Echoes of Wisdom)

This was my attempt at recreating the waypoint visual effects from The Legend of Zelda: Echoes of Wisdom which can be seen in the Traversing Hyrule Trailer - https://www.youtube.com/watch?v=DolGuwvAnfg

VFX made in Unreal 5 and the model was made in Maya.

Updated version with environment assets from the Stylized Nature Pack.

The activation effects used two hemispheres, one with a refraction material applied to it and the other with a fresnel material. A plane was also used with a ring material. Each of these components were scaled up at slightly different speeds.

The activation effects used two hemispheres, one with a refraction material applied to it and the other with a fresnel material. A plane was also used with a ring material. Each of these components were scaled up at slightly different speeds.

The arrival effect used a sprite that was scaled over its lifetime, so it was elongated on the way down then uniform when stationary. A location event generated a single trail while a shape location was used to create a more even spread of particles.

The arrival effect used a sprite that was scaled over its lifetime, so it was elongated on the way down then uniform when stationary. A location event generated a single trail while a shape location was used to create a more even spread of particles.

The main starburst was created with a custom texture for the soft spikes and a large non-uniform sprite for the bright centre. The long thin spikes were stretched particles with random rotation.

The main starburst was created with a custom texture for the soft spikes and a large non-uniform sprite for the bright centre. The long thin spikes were stretched particles with random rotation.

Custom starburst texture.

Custom starburst texture.

The dissipation of the effect used particles that burst outwards and were scaled in size over their lifetime, from non-uniform to uniform. The mesh for the triangles was created in maya and had rotation force applied along with rotational drag.

The dissipation of the effect used particles that burst outwards and were scaled in size over their lifetime, from non-uniform to uniform. The mesh for the triangles was created in maya and had rotation force applied along with rotational drag.

The model was made in Maya from three cylinders, with a boolean technique used to create the gaps for the lights. The lights were particle emitters with a simple sprite that were attached to the actor blueprint in Unreal.

The model was made in Maya from three cylinders, with a boolean technique used to create the gaps for the lights. The lights were particle emitters with a simple sprite that were attached to the actor blueprint in Unreal.

The light glow was created by attaching a material with a fading texture to a cone.

The light glow was created by attaching a material with a fading texture to a cone.

Texture used for the two glowing lights.

Texture used for the two glowing lights.

The material used to make the refraction effect. This was made by following the refraction example in the Unreal Engine documentation and the distortion technique was from a similar method used in a Udemy course.

The material used to make the refraction effect. This was made by following the refraction example in the Unreal Engine documentation and the distortion technique was from a similar method used in a Udemy course.