UE5 Soul Tornado VFX: Realistic, Spline-Driven
Budget: €250 – €750 EUR
Hi, I need a spline-driven Realistic VFX Soul Tornado effect with two versions:
Main version
At the core of the effect there should be a smoke-like flow along the spline that reads as a slight tornado/vortex. Around this central column, souls are violently dragged and hurled, they should feel chaotic, like they're being pulled against their will. The souls need to come in both female and male forms, and their appearance should be wispy and ethereal, fading in and out like smoke similar to the reference images I'll share. Think dissolving silhouettes rather than solid figures. They should also have subtle arm and leg movement to convey a sense of life, ideally the animation would be baked into the material (vertex animation) so the souls can run as static meshes inside the particle system rather than skeletal meshes, keeping the setup clean and efficient..
Simple/lightweight version
A single soul follows the spline path and, upon hitting the player, explodes against them and dissolves — the effect should feel impactful and realistic, like a burst of smoke/energy dissipating on contact.
Technical note
The project will be rendered out as a 360° video (not real-time), so performance constraints are relatively relaxed — you can afford to go a bit heavier on the simulation and detail if needed.
I understand that creating the VAT meshes and baked animations may affect the overall cost so
I provide the static meshes with animations already baked, so you can focus on the Niagara system only.
Main version
At the core of the effect there should be a smoke-like flow along the spline that reads as a slight tornado/vortex. Around this central column, souls are violently dragged and hurled, they should feel chaotic, like they're being pulled against their will. The souls need to come in both female and male forms, and their appearance should be wispy and ethereal, fading in and out like smoke similar to the reference images I'll share. Think dissolving silhouettes rather than solid figures. They should also have subtle arm and leg movement to convey a sense of life, ideally the animation would be baked into the material (vertex animation) so the souls can run as static meshes inside the particle system rather than skeletal meshes, keeping the setup clean and efficient..
Simple/lightweight version
A single soul follows the spline path and, upon hitting the player, explodes against them and dissolves — the effect should feel impactful and realistic, like a burst of smoke/energy dissipating on contact.
Technical note
The project will be rendered out as a 360° video (not real-time), so performance constraints are relatively relaxed — you can afford to go a bit heavier on the simulation and detail if needed.
I understand that creating the VAT meshes and baked animations may affect the overall cost so
I provide the static meshes with animations already baked, so you can focus on the Niagara system only.