Valorant Animation inspired by Battlefield 2042 trailer
Softwares used: #
This was a short animation that is based on the Battlefield 2042 Portal’s trailer. When I first saw the trailer, I was fascinated by the transitions of the objects, characters, and locations, and wanted to recreate it but with Valorant characters.
This was the original trailer:
I began this project by listing out the requirements for the project. The vehicle sequence was excluded as there are no transportation in Valorant.
building out the scene from the intro. The simplicity of the background allowed for easy recreation
Original | Recreation |
Final - Additional lights have been added and some textures have been changed
The biggest challenge of this project was managing the props. Creating single Transition went as followed:
- Download and import the model in to the scene
- Parent the weapon to the hand
- Adjust the character hand position to make them look right
- Add additional animations if necessary
- Animate the show/hide in necessary timing
This task was not too difficult at start until more and more guns were being added.
This was not an efficient workflow, and there would be a lot of changes to how I would have approached this sequence if I were to encounter similar again.
Adjustments to the color setting in the blender have been made in order to give darker and grittier look the battlefield franchises tend to have. Afterwards, I adjusted the color again using After Effects to make certain areas brighter and give more vibrant color to overall scene.
Before | After |
In the video, first couple weapons had a puff smoke effect when appearing. My first attempt on this effect was to simulate smoke. However, the result was not satisfactory.
I then relied on using stock smoke footages and compositing them in After Effects, which worked for both transition effect and background. While the effect did its job, it could have been much more effective if actual smokes were utilized.
Edit 2023: I now have learned how to create proper smoke simulations and fog/background smoke, which I have utilized on past couple projects.
Afterwards, I stitched all the shots together in Premier Pro to complete the weapon transition sequence.
While the attempt for character transition also have been made, the switching them presented much more challenge due to every characters having unique bones. I was also originally planning on utilizing software website called Mixamo to have unison looking characters, however from this issue this method was deemed unfeasible. Realizing that this was going to be much more difficult than what I was capable of, I decided to exclude the section for the characters as well.
The final result was a 16 second recreation of the trailer’s intro.
This project helped me learn creating more complex shots, and organization is important when it comes to shots that require many moving parts.