Amazing Work!! Without your fx, this game will be so different... too dark and boring.
I love the Teleport fx and the blood, is the best blood fx I never seen before.
About your breakdown... Is like VFX film breakdown, really really cool, man!!!!
Really like everything here! The only crit I have is the blood puddle, doesn't really communicate the scale well to me. Something this big would have smaller drops around, a big puddle like this looks a lil bit like jelly. But it's great nonetheless!
How did you do the distortion? It's a fixed puddle texture and a secondary scrolling noise texture distorting the puddle's UVs?
Wow, these are great. Especially the fluids, the blood really is astonishing. I wish more VFX artists posted their stuff here on Polycount. Say, Phrancis, is it part of your job to write shaders for these things, or do you do it in collaboration with graphics programmers (or maybe they just do the shader programming all by themselves)? It would be great to know more about your workflow.
would love some more information about how the geo smoke was handled in the teleport sequence. Is it generated in engine?
Hi Eavin7. This geometry is exported directly from max and only rendered when alpha in the material is different from 0. So, no, it is not generated in engine. It would be awesome though :-)
How did you do the distortion? It's a fixed puddle texture and a secondary scrolling noise texture distorting the puddle's UVs?
Thanks Bruno! Yes, maybe the particles are out of scale for this camera angle. In game camera is not that close so I guess I upscaled them to be more noticeable. About the distortion, in the 3rd step you can see how the texture looks (it is a really simple puddle). Everything is done in the shader with a standard and very common used cloud normal texture to distort the UVs.
Phrancis, is it part of your job to write shaders for these things, or do you do it in collaboration with graphics programmers
Saigo, I really appreciate your comment. Jorge Mendoza (FX programmer and the guy that improved the inhouse FX Editor we used) and I did put a big effort in the blood.
I didn't write any shader. About that, what I did the most was research and tell the graphic programmer Jose Gonzalez, another code guru, that I wanted that!! At the most, I did some prototyping in UDK.
I had the pleasure to work closely with these two guys so, although I did what you can see, without them it couldn't have been possible.
I agree that I really miss more FX work on Polycount
Replies
Amazing Work!! Without your fx, this game will be so different... too dark and boring.
I love the Teleport fx and the blood, is the best blood fx I never seen before.
About your breakdown... Is like VFX film breakdown, really really cool, man!!!!
You know I always said that fx & music were the best parts of the game!
Keep rockin!
Really like everything here! The only crit I have is the blood puddle, doesn't really communicate the scale well to me. Something this big would have smaller drops around, a big puddle like this looks a lil bit like jelly. But it's great nonetheless!
How did you do the distortion? It's a fixed puddle texture and a secondary scrolling noise texture distorting the puddle's UVs?
Thanks Bruno! Yes, maybe the particles are out of scale for this camera angle. In game camera is not that close so I guess I upscaled them to be more noticeable. About the distortion, in the 3rd step you can see how the texture looks (it is a really simple puddle). Everything is done in the shader with a standard and very common used cloud normal texture to distort the UVs.
Saigo, I really appreciate your comment. Jorge Mendoza (FX programmer and the guy that improved the inhouse FX Editor we used) and I did put a big effort in the blood.
I didn't write any shader. About that, what I did the most was research and tell the graphic programmer Jose Gonzalez, another code guru, that I wanted that!! At the most, I did some prototyping in UDK.
I had the pleasure to work closely with these two guys so, although I did what you can see, without them it couldn't have been possible.
I agree that I really miss more FX work on Polycount
Thank you all!
https://youtu.be/A89bUwOJwU4