Splash Damage are currently hiring multiple roles for an unannounced project. You can check out the requirements on each link, if you feel you've got what it takes to join Splash Damage get in contact with me or apply through the portal. Current art positions for unannounced project: AnimatorUnannounced Project Environment…
Hi, For the past few months i have been creating a conceptual damage system for Unreal engine using materials transitions as its foundation. To go along with this i have create two characters that have been used to show the damage system. At this point i need to gather feedback on how well the characters have been created…
Ahh Ross awesome buddy! I hope this reaches farther than damage models for cars, there could be some cool tools put in place for damage to buildings and environments. I think one really cool feature would be slicing a mesh based on a projected pattern. A bit like the Topology features in polyboost/Graphite modeling tools…
Hey guys, The current project im working on involves me creating objects that retain plasma/bullet fire damage. Currently we are using a method that uses the models uv/texture to show this damage. The only problem with this is that because it uses the UV's/Texture itself this means that all of the mesh needs to be uniquely…
I made a turret with kismet, and I connected a take damage to it so the player can kill it. The damage threshold is on 500. I would like to show to the player somehow that how much hp the turret has. Is there a way to get out how much value remained from the damage threshold? After I got this value, I would like to write…
shooting at a destructable mesh, fractured by unreal 4 itself. negative about this is that all chunks are the same size, in big explosions this is clearly visable. Next up, concrete pillar with fracturing done by Rayfire for 3ds Max Bigger and smaller chunks, more variation in an explosion the variety is clearly visable.…
Hi. I've got a task that involves a few car crashes. I'm working with Max or Maya. I have modelled my cars and I'd like to know if there are any tips, scripts or techniques to make fairly realistic crash damage on my models. Ideally I'd like to somehow set up a car to drive at an object, have it collide with it and cause…
Hey folks, Splash Damage Ltd. are currently seeking a full-time salaried Lead Artist and several full-time salaried Artists to join our studio here in London! We are looking for self-motivated and enthusiastic people with a talent and passion for advancing interactive entertainment. As one of the leading game developers in…
Hi here is a damaged pillar i have started. Right now i am working on getting the huge damage put and and roughly detailed. This is my progress so far. Any advice to help improve the model is appreciated.
I'm doing a paper on advanced damage systems and I'm trying to get a grasp on what's been done and what's being done. Mainly looking into how feasible it would be to incorporate large scale Apex destruction and damage systems on environments. Has anyone experimented or worked with this kind of thing? I'd love to chat about…