Hey everyone,
The job hunt continues, and I've been working on my real-time FX reel. I'm constantly working on new things and adding them, but I would like some feedback to make sure I'm not crazy or heading in the wrong direction. I'd love to compare mine to other reels without shipped titles, but I find them very hard to come by as most are geared towards films.
After I get home from BC next week, I'll be working on more stuff, most likely stuff to show more realism-based work. Anyways, check it out...
[ame]
http://www.youtube.com/watch?v=OgMymsjerwE[/ame]
Replies
http://social.bioware.com/project/1663/
I was also looking around for example reels of other FX artists to see what kind of things they have in their reels.
These are a few I found that maybe helpful to you
http://www.abelzhang.com/index.htm
http://www.sethvfx.com/
http://www.visualdetour.com/
http://walomerson.com/info/portfolio.html
http://www.jefferyp.com/
I'm most comfortable in Unreal 3 cascade which is shown in a large portion of my reel. My suggestion to you, is something that a friend sent to me when I tried applying at his company:
"make some effects from the core asset types that all FX guys have to touch at one time or another (burning fires, explosions, muzzle flashes, smoke, projectile impacts, rain and snow, etc), try to perhaps duplicate an effect you have seen in a video clip or movie and make that in real-time."
Hope that helps ya
-Lee
[ame]http://www.youtube.com/watch?v=ykUf8O2ldIY[/ame]
I think you could use some small droplets flying off of the bubles as they pop
- The shockwave expands out, how about adding pieces of the barrel flying out in all directions too.
- when the inital explosion happens, maybe use a sprite glow to show the inital heat blast facing the camera.
- I really like how the eruption starts, but it seems like its a tad large in the flames trailing behind.
- seems like a lot of particles, whats your spawn rate? when making explosions constantly think about doing them for consoles, you can't go crazy, but you can go enough to make them look good
exploding barrel reference
[ame]http://www.youtube.com/watch?v=UiB-9cyZBak[/ame]
http://www.break.com/usercontent/2007/7/Butane-Tank-Explodes-in-Barrel-340837.html
Keep up the good work!
I agree with the glow at the start, I'll add something. As for the flame trail, it is a bit much. I was aiming for a style similiar to Far Cry 2.
[ame]http://www.youtube.com/watch?v=_w5yCwQGg3I[/ame]
IIRC, my particle rate was 24 on the sky high fire trail and 20-32 (combined) on the 3 little ones that appear for half a second. The initial fireball is a burst of 1+1+1+1. Might be a little high, but not as high as it looks; it's a flipbook and the sprites are quite large. What would you suggest for a console-friendly particle count? Everything I've done has been for PC mods, so I have 0 console experience.
if you look at the udk or UT3 explosions you can roughly judge the particle counts that Epic goes for. I'm sure it would be a great addition to the folio that you know how to make stuff look amazing and keep it reasonable.
Just a suggestion