So reading this post form @chris (On Asking for Feedback) made me realise at least I should be more specific to the people willing to give me some feedback
So, my intention is to make realistic-rendered effects that could be applied to triple-A Console/PC games from companies like Dice, Santa Monica, Sucker Punch… you know what I’m talking about. I haven’t worked in the game industry, but I’m preparing a portfolio to apply to junior positions.
In the first video my biggest concerns are:
- Are the base and the top of the fire shader too different? I think it looks fine in motion, but a bit weird when pause??
- The black smoke column from the tank fire maybe dies a bit too abrupt? I’m happy with the movement and color, though.
- Does the debris in the sandstorm move too slowly? Are there too many particles floating around?
In the second video:
- Does the mist of the chest fall and die in a proper speed and movement? I’m going back and forth
- Does the growing ice effect look too simplistic? How could I make it feel more natural?
- Does the ice material look too stylized? Maybe too blueish?
Btw, thanks to @kanoba for this post (Paragon Material Breakdowns and Tutorials). I first was creating a realistic ice material, but at the end didn’t look ok and found this post. I didn’t want to just copy it (what would be the credit in that?) so I ended up using his blog notes to create a new one from there. It was great to see his pipeline.
And just FYI, the videos are rendered from sequencer (that I think it doesn’t work in real-time when exporting) but all the effects perfom at around 60fps 4k in-engine on my 5-years-old PC
Thanks!