Difference between revisions of "Special Effects"

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(Links: Battlefield link fix)
(Links: removing "Faking Volumetric Effects" outdated)
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* [https://www.ea.com/en-gb/news/inside-dice-battlefield-3-close-quarters-combat-visuals Inside DICE: Adapting the Battlefield visuals for Close Quarters combat]  
 
* [https://www.ea.com/en-gb/news/inside-dice-battlefield-3-close-quarters-combat-visuals Inside DICE: Adapting the Battlefield visuals for Close Quarters combat]  
 
* [http://www.slideshare.net/alexvlachos/gdc-2010-left4dead2-wounds Rendering Wounds in Left 4 Dead 2] by [http://alex.vlachos.com/ Alex Vlachos] of Valve Software, at GDC 2010
 
* [http://www.slideshare.net/alexvlachos/gdc-2010-left4dead2-wounds Rendering Wounds in Left 4 Dead 2] by [http://alex.vlachos.com/ Alex Vlachos] of Valve Software, at GDC 2010
* [http://web.archive.org/web/20100528163256/http://stephenjameson.com/tutorials/faking-volumetric-effects/ Faking Volumetric Effects] in UDK by [http://stephenjameson.com Stephen Jameson]
 
  
 
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[[Category:Discipline]][[Category:SpecialEffects]]
 
[[Category:Discipline]][[Category:SpecialEffects]]

Revision as of 07:35, 16 June 2018

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:

  1. Particles
  2. Shaders

Particle Systems in Game Engines

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