I’ll do rounds instead of spikes where aprropriate, the crack stays cracked though
I’ll see what I can do with the timing and colors, the saturation is up there just the lightning is bad i guess.
And I’ll definietly change the enviroment.
…Just the polishing it needs before I post it as a final piece.
Edit: Maybe I’ll even try to add sound to it. But that’s doubtfull.
I think a cute feel would be supported by more rounded shapes (the spiky floor texture is not supporting the rest of your vfx I feel)
Using more poppy timing and using a lot more saturated and bright colors would improve the effect a ton I think.
The black backgroun, checkerboard floor and the overall dark lighting your carrot model has isn’t hitting the right tone.
(I know these aren’t exactly part of your VFX but context/environment is important and I think a midtone gray would be a lot more neutral)
But I love the randomness of the idea and your focal point, the carrot is amazing, I can imagine it being summoned by a cult of really cute bunnies ^^
So I’ve finished the effect to some extend but I think it’s gonna need some more polishing.
Is it cute enough for this challenge? - I think it might be, my goal was to try to follow the theme without using anything that would be too cliché.
The only refference I used was a real life carrot
I used Blender, Substance Painter and Photoshop to model and paint the carrot.
You can use it to generate content but it takes a few frames for it to cook new values, Those few frames are short but makes it feel like “lagging” if you were to change values in realtime while playing.
ps: weird, The thread appeared as new on my feed yet it’s old, Sorry for the necro.
Below i list a bunch of things i noticed that could use improvement as feedback.
Your refraction on the ground puddle might be too much and probably its the same for the on screen drip and on the actual rain.
Raindrops might be a bit too big.
Ground splashes are not animated at all they just appear and dissapear.
Ground doesn’t feel wet with the amount of rain, I would work on the wetness.
Add some misty bits on the ground and higher up to give a better impression of a thicker rain.