How to properly create the visuals that I want?

Hello anyone reading this, I am a first time solo developer trying my hand at a real project. All has been going well until I tried to properly create a visual effect for both a specific monster and the world of the game.

Without going into too much unnecessary detail, the game idea revolves around an unnatural “darkness” that players would venture into and explore. However making the actual darkness has stumped me because I can’t find any clear description on how to practically pull it off. An additional goalpost I want to meet is for an in-game monster I modeled to be partially composed of this darkness. (model in-progress, pardon my dust)


The general idea would be for the darkness to be housed by the skeletal structure while also having a slight flow to it.

Similarly, the lobby of the game would be on a mountaintop overlooking the darkness and I would want a “sea” of said darkness to surround the mountain.


I was able to get a visual similarity to what I wanted by using an invisible plate as a particle emitter and a couple of wave functions to disperse the particles across the plate, however I cannot see how this would work on the scale I would want it to:

(plans for an additional mountain range to encircle everything, with the darkness filling in the gap between said mountain range and the isolated peak where players would actually be standing)
I have seen oceans that others have made online to be made up of just a huge, flat mesh part that they then scripted to move, but I couldn’t find any in-depth explanation on how it works either.

So that brings me to my final question, how could I properly make the darkness I desire? The texture and visuals suggested could range from pretty much anything, liquid or gas. I could see either an oil/tar-like substance OR a more smokey visual working, so I am open to any input. I am well aware this is a very niche question, but any help would be very appreciated.

edit: I forgot to ask, would this be something I should model on the actual skeleton model in blender, or an effect I would achieve in roblox studio after the model is completed?

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