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Since Chaos wasn't performative enough to do the building ripping scene without turning into less than a slideshow, I had to go back to Yoko's Apex Destruction and recreate all the destruction.

I still need to get smoke fx going but I feel like Chaos did a better job at adding depth chunks to places that didn't have anything. Apex requires assets to have a closed system in order to provide depth to its cracking and it shows that weakness in the building destruction with the flat roof cracks.

There IS a way to modify these things using Physx Labs though for GREAT control. It's just should I follow-through my future with destruction learning Apex more properly or should I go for something like Houdini FX? That's what all the movie studios use and it looks insanely polished!
I'm gonna give Houdini a shot. Free to use in-program with a 1 year free trial to bring assets over to UE4. (Not for this project though)

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Giganta Apex Destruction

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