Hey guys, not sure if this is the right forum for the question. If not, tell me where to put is (fnar) and I will sort it out.
I do compositing and vis fx for pre-rendered stuff (cinematics) but was looking at getting into game FX. The thing is I have no idea how this kind of thing is done "in-game".
Do you do your stuff in max/maya and export to the engine or is it all done with in-engine tools?
I am very familiar with pFlow and am getting myself up to speed with Maya Unlimited's particles/fluids in my downtime at work.
Any info would be appreciated.
NB. Sumea's search function won't work on words less than 3 letters for some reason (ie it won't search for "FX" . . . just for future reference)
Hey Double,
To answer your question, its usually all in-house particle systems. If you want to make a reel to show off that you can do the job, I suggest faking lots of effects using simple billboard particles with textures you have created yourself.
That said, you can also acheive a lot of effects using mesh and good shaders. A falloff shader based on the camera normal can fade out a billboard as you turn side on- and there in lies the trick.
I recently had the pleasure of using the Unreal III particle system- its really very close to, say, 3dsmax particles.
If you show a reel with an effect, then how you did it (wireframes of the billboards, renders of the textures used), you shouldnt have much trouble.
Maybe a good place to start would be to take a look at Unreal Engine and the emitter/particles system
Also check out Unreal Enigne 3 (sry im like a broken record with spamming that link)
KILLA DEE2006-12-08 04:36:05