Pass 1

Pass 2

Final Pass

In addition to the lighting for "Strong Hand", I was also tasked with creating a visual for the blood loss system - though it was never implemented due to time constraints.

After initially doing fluid FX tests with Autodesk Maya's new Bifrost system, I found that the end result would be too realistic compared to the 3D models used within the game.
In order to maintain visual consistency, I instead used a ball emitter. By converting the nparticles into polygons, it created a pooling effect. I made the polygons quads instead of tris to avoid the black shapes found in the first two passes, and by flattening the nparticles themselves I was able to reduce the thick blocky look found in the previous passes too.
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