28-29 : Loot flying around
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In the original scene, the soldiers are jumping through the air. For the Tarkov equivalent, I wanted to show the various loot items, that are emblematic to the game.
Animation technique
Both scenes use the same animation technique :
- The items to be displayed are placed in a collection.
- A mesh plane is placed in the scene, outside of the camera field of view. A Scatter on surface modifier is used to make the objects appear by instancing the previous collection which contains the objects.
- By animating the properties of the modifier, items can be made to fly through the air : Transform/Surface offset makes them rise along the Z-axis, and Randomize/Rotation makes them rotate. This makes it look like the items are thrown into the air.
Scene setup
Labs & Keycards
For scene 28 in Labs, there are three meshes emitting three groups of items, with the animations starting at different times. For the red keycard, the scatter on surface modifier was set to Density method/Amount/1 so that only one card is emitted.
The scene is lit by a blue overhead area light to match the environment, as well as in-game screenshots used as emissive plane meshes. The keycards are inside a cube with a Volume scatter material. A Bloom node was also used in compositing.
Streets & loot
This scene is similar to the previous one. 
There is only one mesh emitting items : all items are flying at the same time. The main light source is a Sun source. This scene shows various valuable items from the game, so a Streaks node was used in compositing to give them a “rare” and appealing look.