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Small muzzle flash png1/24/2024 How can I create more detailed textures? Any recommendations for software or workflows? Just going for some standard photoshop noise and taking a portion out of it works okay, but it doesn’t have that high quality detail like in modern games. I’ve only used billboard particles and my main concern is the creation of the textures. It’s likely going to be rather small (compared to first person shooters), but I still want it to look as good as possible for my possible client (this is somewhat of an art test). The muzzle flash I am creating is for a 3rd person isometric game. Thanks for the input guys, I really appreciate it! Most tutorials on muzzle flashes just use one texture and put that on repeat, but it looks very different from high quality muzzle flashes.Īre there any other little tricks I am missing here? I’m having a hard time to find good materials/resources to learn about how I can go from bad/mediocre muzzle flashes to really good looking stuff. One key aspect I am probably missing is variation in textures. I’m experimenting with my own creation of muzzle flashes and what I found out so far is that it’s a lot harder to create than one might think. Also, I’m wondering, if it would impact performance at all or don’t I have to worry about that for the current generation? Here’s another example I found on art station, which uses more complex meshes:īut I don’t get the same kind of quality feeling from it like with the ones from Ghost Recon. Am I wrong about it and the meshes used are more complex than I think? In this video there are some super cool muzzle flashes being showcased: and to my surprise they look like just plane shapes to me, but they still feel super 3D. Are they using cone shaped meshes or just plane meshes stacked into each other to get them more plus-shaped? I’m currently wondering how AAA studios tackle muzzle flashes for their weapons.
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