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