From the little i know about when do you use 3ds max to make VFX for games is: you render out a particle simulation, then you use after effects to make the sprites out of the render and then you export them into UE4 to start making your effects. Some of them will only need to use UE, others just Photoshop+UE4.
Hi, I`m currently a Computer Animation student, unfortunately we dont have a degree targeting only VFX (Particle and this kind of stuff), so that`s the closest I found for what I really want to do. I looked for some VFX works (Riot 2014 content, the VFX works are amazing!), and most of them were done using UE4 + 3DS Max…
Each kind of effect demands a different approach, some things can be done fully in the game engine, others need quite a bit of work on a 3d package before putting that in an engine. I'd advise you to get Unreal Engine and mess around with the particle editor a lot. There's quite a bit of documentation on it so I'd start…
In Unreal you would use the Cascade Particle system https://docs.unrealengine.com/latest/INT/Engine/Rendering/ParticleSystems/index.html You would need to make textures in photoshop but most of the work would be done in unreal.
there are a few programs to help beginners or indie studios to get vfx done in games pretty cheap. Just dont rely on them too much, control the artistic direction of the vfx yourself where possible. http://www.rigzsoft.co.uk https://www.codeandweb.com/texturepacker
http://www.imbuefx.com/downloads/tag/tutorials/ its not updated much any more (Bill now works at Epic) but there's some great beginner tutorials here (and an fx specific forum) cheers
Some inspiration for you, good luck! [ame] https://www.youtube.com/watch?v=Z687LEgmjG0[/ame] [vv]101571068[/vv] Intro tut http://www.digitaltutors.com/tutorial/1880-Introduction-to-Particle-Systems-in-Unreal-Engine
those vfx are awesome, probably a mix of many skills went into those fx. I would start with something basic eg a campfire or an explosion of sparks. Make those look convincing and have the right movement and weight. Then work your way up to using more complex techniques eg multiple particle fx and meshes in one vfx, mesh…