Sunday, 20 November 2011

Buildings - details and so on.










Particle Effects

Soo just thought I'd write something about particle effects and the time it takes to render them.

In Games creation of particles is pretty easy, u pretty much just use presets or have to code them urself. Not very user friendly if U ask me. However if u go via production software such like maya nad 3ds max then the particle effects is entirelly different world.

However where we gain more control we lost a lot of time on rendering frames. Games particle effects are quick where as production particles takes time to set up, render and then u still have to do post production on them to get them to look right. For example adding glow and tweaking motion blur for explosion particles in post production.

None the less once u start making particles in 3ds max u can use them to spawn more particles so if something hit wall that can spawn another set of particles creating interesting effects. In games u would have to script or key this event and the the physics of simmulation would be artificial.

Reference

Right in this and below posts u can see my reference library. Its only a sample of all the pics I took. What I will do now is to create 360degree HDRI and do a rought mate paiting of the buildings and part of buildings on to it to illustrate what do I want to have where. Once that is done I will do few more angels for extra reference and that would be it.

The next part would be to model them all and put in to scene.

Once modeling is done I'll work on adding extra textures here and there, baking the lights and so on. However this is part of BA8.









Reference





More reference





Window Reference










Introduction

This blod is about my BA7 project. My assesment require me to plan my BA8 practical work. I intend to show in this work my research and how I plan to achieve effects.