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View Full Version : Videogame FX 101


dustinbrown
08-11-2011, 10:16 AM
I know nothing about making FX for games, but I've looked at a couple of FX artist portfolios, and the impression I get is that you create a series of smallish textures, or "fx cards" with alphas for each effect, then you texture them to planes or whatever and program them to be triggered by some event. They play sort of like a flipbook. Am I way off?

Dan!
08-11-2011, 10:27 AM
sort of. For example in UDKs Cascade you can have an active material that has panning and rotation of one or several textures. That material can then be applied to the emitter in cascade and given physics instructions like velocity over life or rotation/rotation over life(among many many others). You can combine the previous method with sprite sheets of pre-rendered effects (the fx cards you mentioned) like explosions or flames and add another layer of detail to the effect. Not to mention emitting meshes or rigid bodies as well. Additionally this can be used to emit one sprite that stays still but has an active material effect for example a holographic display .

DEElekgolo
08-11-2011, 01:13 PM
The wiki has some good information on the subject.
http://stephenjameson.com/tutorials/faking-volumetric-effects/
http://www.bungie.net/images/Inside/publications/presentations/halo3_fx.zip

dustinbrown
08-11-2011, 04:10 PM
Awesome, thanks guys!