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ED search 3D Modeller to make 3D effects


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From Russian Forum by Chizh:

https://forums.eagle.ru/showthread.php?t=188794

We are looking for a specialist (artist) for VFX effects on contract work.

 

requirements:

Knowledge of 3dsmax.

Knowledge of the particle system in 3dsmax.

Knowledge of any of the packages volume simulation (FumeFX, Afterburn, Houdini, etc.)

 

What needs to be done:

Draw animated textures particles for the present and future effects.

To simulate the dynamics of the explosion.

 

At the exit we would like to get something in this style:

 

Worthy payment is guaranteed.

 

Send mail to my email address chizh@eagle.ru

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The last engine had some nice smoke effects we sadly lost before the edge conversion due to incompatibilities etc... example was the dark grey smoke from damaged/destroyed aircraft. youtube video > /watch?v=cVeSDWy6WHU&t=117s

The replacement is the current overly fluffy black smoke which doesn't gives much the sense on speed from the debris or the smoking aircraft.

 

I take that a lot of current particle assets are placeholders for some much more impressive effects to come.

 

These effects examples through the link from the russian forum are phenomenal. :noexpression: I hope ED finds the talent to get something like this aesthetics in DCS.


Edited by Czar66
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Those effects look insane. If DCS can get those kind of fx...that would just be unreal.

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Can't we copy the file in game? The work was done... :D

 

By the way: Chapot ED that you search for more developers! When the money comes, investments must be made to get a better and bigger product to get a significant grow of customers! :thumbup:


Edited by boedha68

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I made this little test while designing some smoke for a il2 movie a while back

 

 

I DONT envy the person who gets to design these things for living they are very fickle programs to use and the rendering times and file sizes are horrendous , I strongly suspect that the final explosions once they hit the game will also be very dialed back

 

Cheers

Jafa

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Yeah.... Let us blow buildings and vehicles to pieces and then add there a "simplified" explosions like that and more realistic smoke (than now) and.... You will get more air-quake at ground level as virtual pilots want to see all it!

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Well..Based on my knowledge of Particle effects..

I have to say that gun fire smoke (especially that from battleship's main gun) and dynamite explosion would achieve better result by using exported FumeFX.

However, other effects could be done by simply using 2D sprites (which also affect the transparency) and very simple mesh.

 

In unreal editor, you have a parallel particle emitter, which could put multiple particle emitter in one particle systems. It has pre-defined properties for the sprites

Like the "color over life" ,which defines its diffuse color over the sprites life

The "Constant acceleration", which defines its motion after spawn.

 

And making smoke puffs are also not difficult, but tricky.

Its called subUV, in which you divide a huge png image that contains 36 (any square number) states of a smoke puff in to 36 parts and put each small parts in to a smaller sprites

 

Most of the particle effects could be done outside 3DSMAX and some fancy smoke plugins

 

Like the afterburner exhaust, a simple cone mesh (it does not matter, when UV flattened it acts same as a plane).

See the attachments

With a dynamic material, which pans the alpha channel over time. You can simply making a nice-looking fire cone

(https://www.youtube.com/watch?v=k__0ORI17Es,

unreal fan's tutorial)

 

That's all what I know about particle now. Hopes that will be a help to some ideas on the basic coding. What I concern is that importing advanced and complex 3D particle system will further hit the performance and make normal computer freeze.

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event specific blast effects would be good

 

for example,

 

nukes:

 

for oilfilelds

 

maybe active volcanos:

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  • 4 weeks later...

Did you all find your 3D designer yet? Would be a step closer to new explosions and on to new clouds.

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However, other effects could be done by simply using 2D sprites (which also affect the transparency) and very simple mesh.

 

Biller,

 

How does this technique play with Deferred Shading/Deferred Lighting and Transparencies?

 

In unreal editor, you have a parallel particle emitter, which could put multiple particle emitter in one particle systems. It has pre-defined properties for the sprites

Like the "color over life" ,which defines its diffuse color over the sprites life

The "Constant acceleration", which defines its motion after spawn.

 

Is the Unreal editor openGL based?

 

Thank you,

Monnie

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