A sci-fi shield status panel: a glowing radial gauge over a hex grid with fore, aft, port and starboard readouts. Mid-loop a quadrant takes a hit, flashes, drops and regenerates.
A top-down grid map with friendly triangle units, threat X markers and pulsing objective rings that animate in, with coordinate and unit count readouts.
A top-down grid map with friendly triangle units, threat X markers and pulsing objective rings that animate in, with coordinate and unit count readouts.
Part of HUD & Sci-Fi Interface. New to this kind of graphic? Read HUD overlays: sci-fi interface graphics that read clearly.
A top-down grid map with friendly triangle units, threat X markers and pulsing objective rings that animate in, with coordinate and unit count readouts. It belongs to the HUD & Sci-Fi Interface category on velements, where you edit it in the browser and download it as a finished video file.
Every control in the editor, grouped the same way there. Content: title, labels and values. Typography: font. Style: background, text color, primary, secondary, accent and thickness. Layout: aspect ratio, scale and position. Motion: duration, speed and variation. Each change appears in the live preview straight away, and editing is free.
Tactical Map runs 10 seconds by default, and you can set any length up to 60 seconds before you export. It plays once from start to finish, so it drops straight onto a cut or an opening.
Yes. Set the background to Transparent and export WebM with a VP9 alpha channel, then put it on a track above your footage. If your editor does not decode WebM alpha, transcode it once to an alpha codec it supports. MP4 has no alpha channel, so it keeps a solid color or image behind the animation.
Yes. Each download comes with a perpetual commercial license in your name for client work, ads and products, and you may sell the edited clip on stock footage sites. Reselling the preset itself as an editable template is not allowed.
A sci-fi shield status panel: a glowing radial gauge over a hex grid with fore, aft, port and starboard readouts. Mid-loop a quadrant takes a hit, flashes, drops and regenerates.
A moving map where a route traces from waypoint to waypoint over the clip, with an animated arrow marker following the path and coordinate readouts.
A game-style ammo panel: the magazine ticks down in bursts, RELOAD blinks, a reload arc spins, the reserve drops and firing resumes.
A game kill feed where rows slide in from the right with killer name, a kill symbol and victim, stacking up with a glow highlight on arrival.
A wireframe mech draws itself, then each part takes a hit, flashes and settles to green, amber or red while integrity ticks down and leader lines report the damage.
A game-style circular minimap that rotates with the player arrow, with pulsing objective pings, edge arrows, a scrolling compass tape and a live distance readout.
A motorsport telemetry cluster: big speed digits, a glowing RPM arc with shift lights, gear number, throttle and brake bars and a flashing lap delta.
Game-style HP, MP and stamina bars fill segment by segment in chamfered frames, then the HP bar takes a hit, flashes and drains while its readout counts down.