Difference between revisions of "Special Effects"
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== Links == | == Links == | ||
+ | * [https://80.lv/articles/vfx-for-games-explained/ VFX for Games Explained - 80.lv] by [https://www.artstation.com/artist/phrancisco Francisco García-Obledo Ordóñez]. | ||
* [https://engineering.riotgames.com/news/elementalist-lux Elementalist Lux: 10 Skins in 30 Megabytes] by Riot Games Engineering explains how the VFX system is optimized for League of Legends. | * [https://engineering.riotgames.com/news/elementalist-lux Elementalist Lux: 10 Skins in 30 Megabytes] by Riot Games Engineering explains how the VFX system is optimized for League of Legends. | ||
* [http://www.crytek.com/download/Crytek_Aug_2012_Siggraph_SH_VFX_for_Games_Particle_Effects_Workshop.zip VFX for Games - Particle Effects] (84MB zip) presentation delivered at SIGGRAPH 2012 by Crytek’s Sascha Herfort. | * [http://www.crytek.com/download/Crytek_Aug_2012_Siggraph_SH_VFX_for_Games_Particle_Effects_Workshop.zip VFX for Games - Particle Effects] (84MB zip) presentation delivered at SIGGRAPH 2012 by Crytek’s Sascha Herfort. |
Revision as of 05:53, 15 May 2017
Special Effects artists use particles, decals, glows, blooms, etc. to create explosions, clouds, skies, water, etc.
Also called FX, SFX, Visual Effects, VFX and Real-Time VFX.
Special Effects in games can generally be broken down into 2 main tasks:
Particle Systems in Game Engines
- CryEngine: Particles
- Unity: The Particle System
- Unreal: Particle Systems
Links
- VFX for Games Explained - 80.lv by Francisco García-Obledo Ordóñez.
- Elementalist Lux: 10 Skins in 30 Megabytes by Riot Games Engineering explains how the VFX system is optimized for League of Legends.
- VFX for Games - Particle Effects (84MB zip) presentation delivered at SIGGRAPH 2012 by Crytek’s Sascha Herfort.
- VFX Artists subforum on Tech-Artists.Org
- imbueFX : VFX Training ($) training site for visual effects in games
- FX Artist resources?
- Inside DICE: Adapting the Battlefield visuals for Close Quarters combat
- Rendering Wounds in Left 4 Dead 2 by Alex Vlachos of Valve Software, at GDC 2010
- Faking Volumetric Effects in UDK by Stephen Jameson