[QUOTE=Zoltan;22040]Fairly well done. A few things tho:
- Add some context because effects are seldom made to stand all by themselves. Blow
something up, even if that’s just disc with a greeble texture. Try to tell a story in this
~20 seconds, something simple like “Space disc flies, it’s on fire, blows up.”
Even better if you play with timing to increase the impact of the event. For example:
“Camera is looking up to the sky. Disc enters the screen from the left, leaves a smoke
trail. Smaller fires are visible here and there then a smaller explosion occurs. Disc’s
trajectory changes, tilts a bit, now heading toward the ground and the camera. More,
bigger fires pop up then BAMM! Debris fall onto the camera, fade out.”
Dunno, just something, usually it’s well worth the additional effort as the result is more
then the sum of it’s parts.
-
To me it always looks so “videogame-ish” when an explosion leaves absolutely nothing
behind. Add some bigger, long living, smoking and/or burning debris, if constraints allow it.
-
The big filler smoke puffs could use a distorting shader to add a secondary motion to the
texture and hide the revolving particle nature a bit.
But yeah, it’s quite close to the target.[/QUOTE]
Yea I definitely want to try adding some context to it. I’m still fairly new to UDK so I still need to learn how to set up cameras, envs, animations, etc.
Thanks for the reply!