Sorry to interrupt the GDC explanation, but I need to show some of the research I'm going to do for creating a particle effect for my racing level. The theme is, as shown before, London Burning, so I'm going to really need some good burning down the house effects!
I'm going to need to not only make a HUGE fire particle effect (larger curls, a bigger center, more masses of curls within the larger ones), I'm going to have to make seriously thick black smoke, embers, burning chunks, and sparks. Some burning effects may just be flickering emissive textures on static meshes just to get that smouldering look, but that's still some hefty, heavy duty fire we're looking at.
Another thing I'd like to do is a tank muzzle flash, as part of the level is under siege. Here's a really neat, really simple tank effect I'd like to emulate:
Boom!
And finally, something I'd like to perfect is a burning flag effect I've already started on using a bunch of if nodes in a material. Adding on flames and cascading cinders are what I'd like to do next.
I've found some effects about material deformation that I may try using, like Matt Oztalay's http://www.oztalay.com/matt/tutorials/flaming-rainbow-material-udk/ and Doug Holder's http://vimeo.com/33473526.
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