Difference between revisions of "Special Effects"
From polycount
EricChadwick (Talk | contribs) (Elementalist Lux: 10 Skins in 30 Megabytes) |
EricChadwick (Talk | contribs) (→Links) |
||
Line 13: | Line 13: | ||
== Links == | == Links == | ||
− | * [https://engineering.riotgames.com/news/elementalist-lux Elementalist Lux: 10 Skins in 30 Megabytes] by Riot Games Engineering explains how | + | * [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. | ||
* [http://tech-artists.org/forum/forumdisplay.php?35-VFX-Artists VFX Artists subforum] on Tech-Artists.Org | * [http://tech-artists.org/forum/forumdisplay.php?35-VFX-Artists VFX Artists subforum] on Tech-Artists.Org |
Revision as of 07:59, 19 January 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
- 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