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| This final render crashed first time so I had to re start everything which is why the explosion looks a little different. Why I have no idea as I had both explosions on the same frame. |
Friday, 12 December 2014
Finally finished
So it hasn't gone quite to plan. I would have had it in UE4 if the explosion had worked and I wished the model would have looked better and I had the time to make it look better but in the end it's the write up that matters, and I do have plenty to write about.
Tuesday, 9 December 2014
An encountered problem
So I found a rather massive problem with my project. I wanted to import the Hood into UE4 to make it look better and practice my PBR texturing however I wanted to use my fancy Maya Fluids explosion, you know the one that breaks the view port, but I couldn't import it so I looked on the internet and didn't find anything useful so I went on the UE4 forums to ask how to import it and the short answer was no. The long answer was no but here's a YouTube video on how we made the explosion in the tech demo.
....which is super confusing and I have no idea what the guy is doing and I can't even hope to recreate this even if I did have the faintest idea on how to use the more advanced techniques.
What I will do instead is try to get a render out in Maya as well as research how to build explosions in UE4 however if it's as difficult as the above method then I will just go back to breaking Maya.
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| The tech demo explosion |
Turns out this is STUPIDLY hard. The guy made it in 3DS Max using the FumeFX plug in and then took cross section renders (which is what the grey plains are)
Then importing them into UE4 as a Sub UV texture. Then things happen in the Material editor....
....which is super confusing and I have no idea what the guy is doing and I can't even hope to recreate this even if I did have the faintest idea on how to use the more advanced techniques.
What I will do instead is try to get a render out in Maya as well as research how to build explosions in UE4 however if it's as difficult as the above method then I will just go back to breaking Maya.
Monday, 8 December 2014
Long time no see
Well I finally got some time to spare and got round to texturing the Hood using PBR methods. I haven't gotten round to a roughness map yet only the metal map and I haven't even attempted bringing the particle effect in, god help me :S
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| Also the textures have gone slightly blurry but get better when you go closer |
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