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eRe4s3r — Low Poly Building on fire

Published: 2009-02-18 04:10:12 +0000 UTC; Views: 3627; Favourites: 20; Downloads: 92
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Description A little effect test on a low poly building

1200 polygons before damage, 2400 polygons after damage

Technically i was only testing damage on low poly buildings, it just somehow went from there into something not SO bad looking

Ok, please give it a chance in fullview, comment on fire smoke and textures! All are by me
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Comments: 30

TheodenN [2009-05-14 21:39:55 +0000 UTC]

Which software? If I know which one you use, I can make better comments

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sevenofeleven [2009-05-14 11:46:44 +0000 UTC]

They wanted smoke detectors but the detectors were too high poly so they got Phil. Phil fell asleep.

Looks great.
I like the floor tiles.

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WhiteFeatherMoon [2009-02-19 03:13:08 +0000 UTC]

Looking great =]

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dmaland [2009-02-18 22:33:17 +0000 UTC]

Pretty solid, I'd say.

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mark1214 [2009-02-18 19:25:22 +0000 UTC]

would love to see this in a cool war-time shooter, looks really nice, but i have to agree with the rest, you need way more smoke...and the floor tiles are kinda odd, but i guess they save you the hassle of texturing streets

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eRe4s3r In reply to mark1214 [2009-02-19 05:32:26 +0000 UTC]

Well actually, i wanted to render it WITHOUT any floor texture at all at first

You see, the entire POINT of this is only the building and the damage state (for a game) Not the fire, smoke or fancy light Just wanted to demonstrate how it could look given a good shader etc.

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mark1214 In reply to eRe4s3r [2009-02-19 08:25:15 +0000 UTC]

aaah, ok i understand

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master3d [2009-02-18 19:10:51 +0000 UTC]

I have the feeling that fire is more orange than yellow. Where there is fire there is..smoke?

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eRe4s3r In reply to master3d [2009-02-19 02:36:42 +0000 UTC]

Hihi Yes you are right, but don't suppose i don't know, its just, very.. hard.. to predict color when you have a gradient on a volume effect

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master3d In reply to eRe4s3r [2009-02-19 19:03:56 +0000 UTC]

true

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SiteLine6 [2009-02-18 14:51:45 +0000 UTC]

I think it looks awesome! the building reminds of some creepy old insane asylum!
sweet job

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Ovni-the-UFO [2009-02-18 13:13:56 +0000 UTC]

The fire is great, but the smoke should be alot thicker....look at house and building fires, they're usually very thick very dark smoke.

Usually fires won't get that big in terms of flame-size, but they can indeed get that big, so this must be one of those five-alarm fires. o:

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eRe4s3r In reply to Ovni-the-UFO [2009-02-18 14:06:11 +0000 UTC]

Nah this just one of my "getting bored with modelling damaged buildings" phases, it will subside soon enough

I REALLY wish i could have done proper fire with pyrocluster, but the scene is too dependent on GI and i didn't want to stomach a 1hr prepass for gi , damn volumetric smoke ;/

Probably weird, but a good fire effect needs atleast 400 particles each with their own fire volume, what sounds not like much, means basicly thats ONE fire, one nice fire... you can image why it takes so long to render with gi I had alot of billowing smoke coming out of each of the holes and the big hole in all directions (like a shockwave) and some in the sky, to simulate fire smoke)

Well that was the idea ,p

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Krodil [2009-02-18 08:19:31 +0000 UTC]

looking good
maybe the wndows are too perfect in relation to the texture of the building.. but nicely done

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eRe4s3r In reply to Krodil [2009-02-18 08:24:12 +0000 UTC]

Yep, i had forgotten that In the last revision the windows near the explosion are gone as well only the frames left standing, kinda bad you can't easily "hide" part of an reflection map otherwise it wouldn't have been a problem.

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Krodil In reply to eRe4s3r [2009-02-18 08:54:22 +0000 UTC]

yeah, or else u have to attach em separetly, which would be a pain.

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Empyrean-DesignWorks [2009-02-18 08:17:39 +0000 UTC]

I'm loving the smoke/fire interaction. I think if the smoke were slightly more opaque it'd look even more real. Maybe some sparks/licks of flame as well? Anyway, great job, man.

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eRe4s3r In reply to Empyrean-DesignWorks [2009-02-18 08:25:23 +0000 UTC]



Actually, thats a good idea.. let me just do that

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Empyrean-DesignWorks In reply to eRe4s3r [2009-02-18 08:27:22 +0000 UTC]

Ooh ooh! I had a useful idea! I'm marking this day on the calendar!

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eRe4s3r In reply to Empyrean-DesignWorks [2009-02-18 09:08:10 +0000 UTC]

Your usefull idea turned to be a mayor pain, i had forgotten what a rendertime killer real smoke and fire is..

Not sure how to do that ;/

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Empyrean-DesignWorks In reply to eRe4s3r [2009-02-18 17:29:23 +0000 UTC]

Damn. Well that's the usual route my 'useful' ideas take
It looks superb anyway, man. I'd love to see some more renders with it.

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eRe4s3r In reply to Empyrean-DesignWorks [2009-02-18 17:50:32 +0000 UTC]

,p Wouldn't know what else to do with this, although it certainly does not look bad, its not much of a model to show around more than once, actually planning to donate this to mektek (the model)

I tried a bit with pyrocluster tuning but anything that renders fast doesn't look good, and anything that looks good renders really not very fast.

;(

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Ovni-the-UFO In reply to eRe4s3r [2009-02-18 13:15:07 +0000 UTC]

Render it seperately and copy-paste it in photoshop onto the fire? o:

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eRe4s3r In reply to Ovni-the-UFO [2009-02-18 13:38:11 +0000 UTC]

With pyrocluster i'd still have to render it with GI on (the smoke and fire) that would take atleast 1 hour, atleast with "proper" effect levels (since its a large building and 3 fires), since i know what im doing in pyrocluster it would have looked great, but sadly it would taken a great deal of time as well, bleh ,p

Atleast with GI in the scene, i would have to turn the entire scene into normal light and then pyrocluster would render within minutes, instead of hours, including proper shadows of smoke etc.

But one can't have everything

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JennyDork [2009-02-18 04:21:27 +0000 UTC]

nice!

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eRe4s3r In reply to JennyDork [2009-02-18 04:28:20 +0000 UTC]

thanks ^^

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TDBK [2009-02-18 04:20:40 +0000 UTC]

Cool man! Love the damage.

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eRe4s3r In reply to TDBK [2009-02-18 04:28:12 +0000 UTC]

Well it certainly is easy to damage stuff, not so easy to build stuff

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classicblue [2009-02-18 04:12:51 +0000 UTC]

The final product is impressive! very good job.

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eRe4s3r In reply to classicblue [2009-02-18 04:27:53 +0000 UTC]

Thanks

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