Incidental VFX within the Unreal Engine
Here is a bunch of effects my team and I created for "The Journeyman" project at Teesside University. I was the team leader and oversaw the creation and production of all the visual effects, ambient destructible meshes and miscellaneous animations for the entire game. Here are the effects I either worked on personally, altered for the final build or had the most creative impact upon. These were created within UDK using exported meshes from 3DS max, Custom material shaders and custom particle sprites.
Recreating the TRON Death within 3DS Max using Rayfire and Mass FX
Here is some RnD into recreating "TRON Death" effect using only 3DS Max and Rayfire. This was for my "Contemporary Studies for Games" module at Teesside University. The Cubes were created, fractured then seperated into groups. Each group was places within the biped and attached to it's corresponding bone. All the fractured cubes were set to be kinematic rigid bodies using Mass FX. On the impact frame they were independently switched to be dynamic rigid bodies, at there same time there was a texture swap. The bone would become 100% opaque over 2 frames as the cubes (being invisible) would become 0% opaque over 2 frames. This allowed for a false blend and added believability to the switch. No post production or editing was added, this was the final render straight out of 3DS Max using the default scanline and a single target spotlight.
FumeFX First Explosion Breakdown
Here is a Composition breakdown of my first serious Fume FX simulation. This is also my first attempt at compostiting such an effect. Hope you enjoy. Inspiration / Setup help from Stark Tutorials.
Fume FX Custom Channel Shader
Here are Two custom channel shaders made within 3DS Max and Fume FX, no Colour correction was done on these clips. Both Clips were rendering using Multiple Scattering with Ray traced shadows using a single Target light. Rendered with the Default Scanline.
RnD Tests Implementing Apex Physics Within The Unreal Engine
Here are some early research and development tests attempting to implement destructible apex meshes within the unreal engine.
Tessellated Square Smoke - 3DS Max
Here is a quick smoke test in 3DS Max using Tessellated squares instead of particle flow meshes.