Scene was done in Unreal 4 with an emphasis as usual on lighting and VFX. Smoke sims were done in FumeFX, terrain in World Machine with GeoGlyph, textures made in WM, Photoshop, Substance Designer and Painter, and a few were RDT Scan based from the substance store.
Gorgeous. I would love to see your ground texture.
Thanks guys! I'll probably post a few textures and farther breakdowns later in the week. Also hoping to share some of the smoke sims and other elements but it's a bit of a complex scene to break down
I hit play thinking i would just be watching a really pretty enviro study but then the audio led up to the explosion and i was pleasantly surprised! The whole video up to that point and the fumefx effect itself was great but everything after feels as if it all happened a little fast and isn't quite as pro as the rest. The shockwave grew quite quickly and then it was upon the viewer super fast. It gave me the feeling the mountain was a lot closer in 3d space than it appeared to be, which made it feel small. Also i think it'd be cool to get a little bounce/tumble on the camera as it falls instead of just sticking in the dirt which felt a little forced, perhaps cracking the lens as it hits the ground and bounces rather than immediately? Lastly, the quality of the pfx cloud that rushes into the camera isn't up to the quality of the rest of the vid imo, though i'm not sure what you could really do differently.
These are all just nitpicks really, it's a solid piece regardless but i thought i'd throw them up
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These are all just nitpicks really, it's a solid piece regardless but i thought i'd throw them up