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Hey, what's up, guys Nelson here.
Today we're going to be creating damage states
for objects and transforming this pristine
looking kei truck to a pile of scrap.
Let's get started.
You often find these effects on destructible objects
in shootem up pixel games
and you can break down objects
with your weapon of choice
In Metal Slug, you can shoot objects until they break
and get destroyed
like wooden boxes or cars or parts of buildings.
You'll know it can be destroyed if it flashes white
indicating its being damaged.
Usually objects will have a couple of states of damage to show its progress.
Healthy, scratched up
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really damaged, and completely destroyed
in RPGs like MapleStory the monsters usually have
an idle animation and another state when they're hit or being hurt
and another animation when they've been eliminated.
You can add as many states in between.
Today we're going to do just the 4 that I listed. After that,
After that, we'll add some animations
and effects to help transition between those states.
For this exercise you can try this on any kind of object or monster
you think can take a really good beating in a video game
We're going to be using the kei truck
I drew in Chapter 2 and destroying the heck out of it.
I'm sorry truck! You're going to take a little beating today :(
First thing I'm going to do
is draw all the different states of damage.
If this is a shoot-'em-up game,
I'd want bullet holes penetrating the truck
broken glass panels and dents in the frame.
Just some minor damage for now.
and a good reference for all
these would be pictures of war-torn vehicles that have been shot up
car crashes, and destroyed cars
since you can see how all the metal is being warped and damaged.
Just remember that bullet holes and scratches
Produce a shadow and will have their own depth to it.
The bullet will not only make a hole when it impacts
but kind of expanded metal around it as well.
So it'll make like a small highlight.
Okay, maybe this is a bit more than a little damaged.
The truck is going to have a bunch of dents in it
and start to break down a little, and you can see that
I made some of the tire's flat as well.
For the second state of damage
We would want the truck to look really destroyed
looking like literally on the verge of blowing up.
When I went in to transform and rotate the truck off to one side
the pixels start to get a little bit displaced
and that's because Photoshop has a hard time
recognizing where each pixel should go
and we have to manually fix that.
So we're going to destroy the truck even more
and at this point there's parts of the car blown out.
The tires are popped and the truck is tipping to one side.
The metal of the track is really warped and dented
with scratches all over
this whole process doesn't take too much time at all
because I'm just modifying and drawing over the truck I already have
For the final state
we're going to completely destroy the truck.
And literally reduce it to a pile of metal
and only some parts are recognizable as a truck.
So we wanted to have been blowing up
and I put a couple of gradient maps to make it look like
the truck has been burnt to a crisp.
For the gradient map. I chose darker blues and browns and put it on normal at 60%
and another gradient map that's purple and orange on overlay at 100%
And this will start to emulate the look of a burnt crispy truck.
The truck overall looks much darker than the original colors
after it's been blown up.
So we want to add back in some highlights to make it more believable
since they're in the same lighting situation.
A quick and easy way of doing that
is using the magic wand tool and selecting the areas
that are bouncing off light
in this case being the top plane of the truck.
Now that we're finished all the damage states,
we're going to need some transitions
so to transition between states
games like to use a white flash
to indicate an object being damaged
and depending on how powerful the weapon is
It can damage the vehicle slower or faster.
Sometimes skipping damage states
all together from healthy to being completely destroyed
like an impact from a rocket launcher.
So we're going to add a couple
flashes in between and make them all 1 frame long.
Just like how it's being shot by a machine gun.
So for every other frame, I'm going to make it completely white
And a really quick way to do this is the hue saturation slider
and dragging the brightness bar all the way up.
Then you would duplicate the 2 frame cycle you made
however much you like repeating that transition between each state.
By the end, it should look like this.
So now that we have our 4 states of damage on the truck
and we have a transition between each state.
Now this exercise is pretty much done.
I made an animation loop to show the concept of how it looks like
when it's in the game.
But if you're coding it for a game
you'd only want the still image of each state
and have the white flash activate when hit. For those of you
For those of you who are looking for a challenge
and want to make it more believable
We can take it a step further
by adding small animations for each state
with transitional animations in between to carry through.
First we'll do the animations for the regular truck.
Just bouncing up and down on 2s
moving up and down by 1 pixel.
We can easily select the top part of the truck
with the lasso tool and transform it
and we're going to repeat the cycle for 1 second.
Just like the length we had before.
We're also going to add an exhaust pipe
and have some light smoke
come out on a 3 frame Loop.
The key to smoke is to have it
slowly got bigger and fade out
and have it endlessly Loop.
So it looks like it's always coming out of the exhaust pipe.
For the next state we're going to have some darker smoke
come out of the exhaust pipe.
So we're going to duplicate the exhaust cycle
and move it over to the damaged state.
The engine is also starting to break down
because of all the gunshots.
So I want to add some smoke
coming out from behind the cabin area.
We're going to put that video group behind the truck.
So it looks like it's smoking from the back side.
For the smoke it's kinda like drawing really dark clouds
where the lowest part is the darkest
where the source of the damage is coming from.
For the third damage state
we're going to have the back of the truck to start leaking out
oil on a 3 frame loop.
I want to convey the motion of liquid falling down continuously
and have a couple speckles splashing out.
we'll also duplicate the smoke
we made in the previous state
and making it one step darker to show that it's starting to get dangerous
now. We need more smoke.
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For the final and most complex step, we're going to blow up
the truck to transition between damaged and completely destroyed.
Blowing it up will really sell a destroyed truck.
An exploding truck has a couple elements
and we're going to break it down together.
There's the impact when the explosion starts. The burst of light and energy
The burst of light and energy, the mushroom cloud of light and smoke
that follows up the explosion
the debris that flies out, the truck that flies up and drops down
and the wheels that fly off.
First thing we're going to animate
is that truck flying as it blows up
It's going to look kind of weird
since there's no explosion right now.
So just bear with me.
We're going to transform the truck and have it bursting up
and falling back down.
Because the truck is so heavy
ou want the explosion to have some weight to it
I'm going to set it on 4s first and start transforming it bit by bit.
When I rotate with a transform tool
the pixels are going to look really janky and out of place,
so I'll have to manually go back in and fix it.
By the end, it should look something like this
It's best if you play around
with the timing of your own and duration of each frame
to get the desired effect.
My truck starts off faster in the beginning
when it rises up because of the explosion
and slower falling back down.
Next up, we're going to work on the wheel of the truck flying off.
I'm going to copy the wheel over from the previous state of it being unhinged.
First I'm going to color match the wheel to look burnt and crispy
like the rest of the truck.
I want the wheel to bounce up and down
before settling on the ground in the end.
I find that creating the general motion of it first
and doing the in-betweens after is really helpful.
To make the tire bounce a bit more believable
It's going to hit the ground
and the tire is going to stretch out a little bit
since rubber is a stretchy and valuable material.
After that, it's going to bounce up one more time
and finally land on its side.
So you want frames to transition
from being the full wheel to lying on its side.
It's going to look something like this in the end,
but I still think I need to play around with the timing a little bit.
Next up we're going to work on the impact.
We want it to be a really quick burst of white light
with a bit of orange shadow.
It's going to look a little bit cartoonish.
So it's up to you. If you want to add this or another transition effect
with little stars or just a bright white flash.
I'm going to make a ball of light and have its edges reach the sides of the screen.
And I'm going to transform and make it bigger
the next frame before it disappears
when the actual explosion comes in.
Now we're going to work on the explosion.
This is probably the hardest aspect of it
and I recommend looking at references of explosions in slow motion
to understand how it moves.
It starts off as a burst
and fans outwards and upwards
kind of like an inverted cloud
where the light source is in the middle radiating outwards
as the clouds starts to get bigger, the shape changes.
And the colors start to get more saturated and darker
as it fans outwards.
Eventually, all that's left is going to be smoke
as it starts to dissipate.
As a blows up, the explosion is going to hang for a couple more frames
as the smoke expands.
And this will take a lot of practice and understanding to do.
I'm still not that good at it.
But I wanted to show you guys the process of how it's done.
There is also some debris that's flying out of the so it looks like
the truck is really breaking into pieces
later on I put the debris
on a separate video group from the explosion
so I can admit them separately falling onto the ground.
I also add the black smoke
from the previous damage state
to start appearing after the explosion occurs.
Playing back the animation it's looking pretty good
though the explosion could be slowed down
just a bit more. and more frames of the smoke expanding can be added in between.
The last thing we're going to do is add a fire
appearing in front of the truck after the explosion occurs
the fire is going to be on a 3 frame loop on 4s.
The key to making a pixelated fire
is to make it really wispy
and turn it into smaller particles as a rises to the top.
I always like to keep it at the same height
so I can repeat the loop over and over.
I work only in 1 color first
so I can get the shape of the silohette right before adding the other highlights of the fire
After I finish the fire,
I want to add some reflections of the fire onto the truck.
It's going to be flickering just a little bit.
by changing the opacity of the layers.
I just use an orange to add the highlights on the truck
and set the layer to 60% on color dodge to make it look brighter
With that I finished my damaged truck cycle.
I ended up doing a couple more edits with the timing afterwards,
but here's how it looks like now.
I'm really happy with how I turned out
though I still have a lot to learn with effects.
As a little something extra. I made a version with a health bar on top.
To kind of treated like an RPG monster that you're attacking.
So that concludes my knowledge of animating in Photoshop.
And this one in particular was a bit complex to understand
so I'll attach the Photoshop file in the class notes
so you guys can take a look at exactly what I did
and pick apart my file structure.
Timing and motion are some of the hardest things to convey
I'm still learning myself.
So I hope to learn new things in the future too
Making endless Loops full of little Idol objects
and flickering lights is really fun for me
and something I want to put in a video game someday.
I hope you enjoyed watching this chapter as it was one of my favorites to make
So in the next chapter
we're going to make a storefront together from different angles
See you in the next one and take care!
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