Tried out a new texturing workflow to make a magnifying glass as a stage hazard in a game, more high poly and higher texel density than usual since the model would appear moderately big ingame.
As you can likely guess, the beam of light will burn you if you come into contact with it.
The light and smoke are both made with a mix of beams and particles.
(Questions about how either are done will probably be answered)
Looks cool, the textures look very clean! The beam coming out the glass is wrong though, realistically it would converge in a single point rather than diverge. Would be easily fixed by flipping the texture probably