Whispering Shell of the Forest - Enchanted Prop

A demo prototype of the VFX I developed paired with the prop (vegetation in the crystal balls will get their own posts). The crystal balls pivot around the center of the shell like a rotary dial.

Better view of the pattern looping around the shell's meridian

Better view of the pattern looping around the shell's meridian

The original concept provided to me, though as time went on, we decided to go in a slightly different direction

The original concept provided to me, though as time went on, we decided to go in a slightly different direction

References I used for the material and detailing

References I used for the material and detailing

Solid

Solid

Wire

Wire

Variety of outputs from the base shell material (Substance Designer) for previs purposes.

Variety of outputs from the base shell material (Substance Designer) for previs purposes.

Graph of the Shell base material

Graph of the Shell base material

Final textures (Normal, Emissive, Albedo, MAOHS)

Final textures (Normal, Emissive, Albedo, MAOHS)

This is a prop that was developed during my time at Tevolve with the Riddle Room. The shell allows the players the ability to understand plants, which speak gibberish in the game.

The physical counterpart glows in the dark, so using a lighting calculation from the Lux (third-party) assets, I created a shader that emulates the pattern glowing in the shadow. The particles above the scene are from a Hovl particle pack.

3k tris
1024x2048 (W x H) textures

-Albedo
-MAOHS
-Normal
-Emission

Modeled in Blender, base materials made in Substance Designer and painted/ detailed in Substance Painter.