Module 3 - VFX - Core Meltdown

Final Render, using image sequencer in Unreal Engine and compiled through Adobe Pro

Environment storytelling was important to me when set dressing in order to tell the story of my clip. In this case the holograms displaying static and the floor littered with bullet casings.

Environment storytelling was important to me when set dressing in order to tell the story of my clip. In this case the holograms displaying static and the floor littered with bullet casings.

Although this scene was not put to use in my reel. I wanted to demonstrate the use of Ray Shader on this set. The use of light and mist helps to display the cold environment.

Although this scene was not put to use in my reel. I wanted to demonstrate the use of Ray Shader on this set. The use of light and mist helps to display the cold environment.

Colour was also important to show in my storytelling. Harsh colours for my hologram displays to show danger. The choice in orange for the robot is also a way to elaborate its role in this case an engineer. White for Technician and Black for Security.

Colour was also important to show in my storytelling. Harsh colours for my hologram displays to show danger. The choice in orange for the robot is also a way to elaborate its role in this case an engineer. White for Technician and Black for Security.

High Res Image 1920x1000

High Res Image 1920x1000

High Res Image 1920x1000

High Res Image 1920x1000

High Res Image 1920x1000

High Res Image 1920x1000

High Res Image 1920x1000

High Res Image 1920x1000

High Res Image 1920x1000

High Res Image 1920x1000

Baking a flipbook in order to create the image for my hologram display.

Baking a flipbook in order to create the image for my hologram display.

Pairing my Niagara effect with a Ray shader to create the desired effect.

Pairing my Niagara effect with a Ray shader to create the desired effect.

It was important to add a refraction to the material as well as a wave function based on world position offset to create outward burst.

It was important to add a refraction to the material as well as a wave function based on world position offset to create outward burst.

Use of curl noise set to opposing settings alongside a point attraction force and drag to generate the fluid effect as seen on my reel.

Use of curl noise set to opposing settings alongside a point attraction force and drag to generate the fluid effect as seen on my reel.

This module required the use of Unreal Engines Sequencer and Niagara system in order to create the showreel. The development of this project was supported in tandem with the London based game advertising studio, Fire Without Smoke who came at a bi-weekly basis to observe our work and give feedback. This work was also reviewed by an industry professional working at Creative Assembly's VFX department in Total War, who offered valuable insight and feedback that helped contribute to the outcome of this project.