Aside from two specific books, books will be completely useless for VFX. It's all about motion and modern techniques. Books on game VFX (if they even exist) will be out of date by the time they're in print. The two I find an exception to this are:…
I did FX once for a game. Once you get into the rhythm, create most of your texture library, learn the tools and tech, It took me about 1-2 day to do the actual Effect. Then I was asked to optimize them to help the frame-rate on a near-daily basis. :/ Yeaahhh.. can you reduce the particle count to under 2000? Yeahhh... you…
Depends on the studio! Maya or Max with fluid sims for generating textures, building particle meshes, etc. Almost every engine has a proprietary, custom made particle engine - so you'll be inside in-house tools most of the time. Most engines use a separate tool that is not inside your 3D app. There are exceptions to this -…
Hey Jeremy, Thanks for contributing your advice. I'm starting to get into FX more as well. I work in mobile games, so sometimes we have to step out of our comfort zone and tackle tasks we don't usually do (I'm a character artist by trade). Are there any books or online resources you highly recommend for VFX artists?
So I have a few questions for those of you who have worked in the Games Industry as an FX artist. It would help me immensely!! First, What programs do you use at work? If maya/max, how do the particles created in this program convert to the game engine for use? If used to create particle sprite sheets, does it come…
@Jeremy Wow, thank you sooo much this is extremely helpful! How big/small do your sprite sheets usually get? (how many images per sprite sheet) And in order to compile your sprite sheet in photoshop, would you just render each frame and place them manually in their x/y positions on an image? (i'm asking because usually…