I generated the smoke and noise textures using a smoke sim in Houdini. The texture is tinted red and orange with emissive in a material in order to make it appear as fire. The ground decal was done in photoshop. The rock debris from the explosion are also meshes that were generated in Houdini. The larger rocks on the ground are simply instances of a destructible mesh made out of a cylinder. The texture for the rock and everything else is from Unreal Engine’s standard assets.
I’m trying out some explosion experiments. I haven’t brought in lighting or collision yet.
Here are some more work in progress shots on my forest project in Unreal. I’ve been working on the fog shader, the grass, lighting, and the water. The water shader is still a work in progress, and I’m missing a lot of meshes currently to fill the forest.
Part one of earlier images are in this post.
The most recent shot:
The goal was to simulate physics using three methods. I chose: 1) Simulation (created in Maya) baked to joints. 2) Real time physics done with Unreal, and 3) Alembic/geo-caching from Maya).
I also created a version of the pillar using Unreal’s fracture option for the destructible mesh object to test as many pillars as I could simulating in one scene.