Weapon FX 1
Here’s a full weapon FX I made. It’s composed of a few different effects such as a muzzle flash, shell casings, bullet tracers, smoke trails and bullet impacts. Please note that I didn’t create the gun model.
Youtube link: Weapon FX 1
7 Comments to Weapon FX 1
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i want learn game vfx,i love it
Looks awesome, how heavy is it in terms of particle counts? Are you going to add distortion as well? (looks like there’s some UV distortion in the fire material but can’t tell for sure).
Also, how do you make your textures? I find my particles are always let down by my texture creation abilities… Stunning work here though!
Thanks guys!
James, It’s pretty optimised, there’s no mesh data it’s all textures, particle counts are low. It could be optimised further by making LODs though. There’s some distortion that happens on impact, a bit hard to tell on this uniform background.
I use a variety of software to produce textures (3ds max, After Effects, photoshop,…) but I generally do majority of my texture work through photoshop by manipulating stock photos, my own renders and hand drawing stuff in some cases. “www.cgtextures.com” is a great source for free stock photos you can use to make textures.
Thanks again!
Sorry I was supposed to post that in the Flamethrower video haha, my bad!
No worries 🙂 As far as the Flamethrower goes, there is UV distortion on the fire material and some heat distortion as well, you just can’t see it on that background.
I made further improvements to that fire effect, you can see it implemented in Recruits in this video:
http://www.youtube.com/watch?v=I0EXrzjFpVE
Everything I said about textures in my previous comment still applies 🙂
built with UDK or other engine? or common 3d software?
if yes,can share it? your code for shell ejection and other?
tnx in advance
Made with Cascade in UDK, yes. Not sure what you mean by sharing code but I’m happy to give you a little breakdown for that. Shell casings are a flipbook texture, the particle has a collision module so it bounces off the ground. Alternatevly, you could just model a simple casing and use is as a static mesh in the particle system.