Page 1 of 2

VFX Demo Reel - 2012 - Jangalomph

PostPosted: Fri May 25, 2012 2:29 pm
by Jangalomph


Finished my demo reel. Crits would be nice, but its a little late since I already emailed it to EA games. But enjoy it ^^.

Re: VFX Demo Reel - 2012 - Jangalomph

PostPosted: Fri May 25, 2012 2:37 pm
by joe_rogers_11155
mp5 = flamethrower

Re: VFX Demo Reel - 2012 - Jangalomph

PostPosted: Fri May 25, 2012 2:44 pm
by Ken Chan
Awesome.

Re: VFX Demo Reel - 2012 - Jangalomph

PostPosted: Fri May 25, 2012 3:52 pm
by PhoeniX1992
The only guns with muzzleflashes that big I've seen IRL were the WW2 era Lee-Enfield and the M1 Garand. Almost no modern day smg or rifle gives of such a muzzle flash. It looks really cool ingame though! If they made guns realisticly in games, they wouldn't be fun to play.

Re: VFX Demo Reel - 2012 - Jangalomph

PostPosted: Fri May 25, 2012 4:07 pm
by Gary
Very cool! While a little unrealistic in scale, it's still really pretty. And that is what matters.


PhoeniX1992 wrote:If they made guns realisticly in games, they wouldn't be fun to play.


This. Same goes with health/damage systems. A shot from an AK47 to the arm and now the player is on the ground screaming missing half of an arm.

Re: VFX Demo Reel - 2012 - Jangalomph

PostPosted: Fri May 25, 2012 5:16 pm
by Jangalomph
Thanks guys :D

I realize some things are out of scale etc. I'll get around to fixing them one day.

Re: VFX Demo Reel - 2012 - Jangalomph

PostPosted: Fri May 25, 2012 5:18 pm
by joe_rogers_11155
games with a strong stealth element can benefit from realisticly portraying weapon damage. a poorly placed shot on an enemy could send him into screaming fits of agony, which could attract attention. also, of course, the player would die very quickly as a consequence of being discovered.

/off-topic

Re: VFX Demo Reel - 2012 - Jangalomph

PostPosted: Fri May 25, 2012 11:38 pm
by Ark11
Nice work, good luck on getting thejob. :smt023

Re: VFX Demo Reel - 2012 - Jangalomph

PostPosted: Fri May 25, 2012 11:47 pm
by source-maps
personally, the other side of the map the flamethrower has a nicer composition

image was shot with low settings tho, but you get the pic
Image

I know you already cranked up the brightness of that part with flooded in it, but still very dark sometimes

Re: VFX Demo Reel - 2012 - Jangalomph

PostPosted: Sat May 26, 2012 12:10 am
by Smurftyours
you know your opinion would probably correct considering you made the fucking map.

Re: VFX Demo Reel - 2012 - Jangalomph

PostPosted: Tue May 29, 2012 1:50 pm
by PhoeniX1992
Gary wrote:This. Same goes with health/damage systems. A shot from an AK47 to the arm and now the player is on the ground screaming missing half of an arm.


Well, an AK47 would probably do that IRL too, but that's because of the 7.62 ammo. Little hole for the entrance wound, big gaping hole where it leaves the body. Standard NATO 5.56 ammo leaves nothing more than a small hole as entrance and exit wound (usually).

Re: VFX Demo Reel - 2012 - Jangalomph

PostPosted: Wed May 30, 2012 2:34 am
by kkirspel
Nice stuff. Like some have said, unrealistic at times, but then again its skill not realism you're trying to show off.

Crits I had about the video's structure though was it started out real nice showing environments with the effect as the focus point, but then later you start doing some more complex stuff like battle sequences with multiple particle effects and I'm not sure what I should be focusing on anymore. Wish you had stuck with more stuff like the beginning sequences. Not that progressing/climaxing to other stuff is bad though, just have to do it effectively.

One more thing was I liked the way you intro'd yourself in the beginning, with the static fade in/fade out. I wish, though, you had been consistent and did the same or similar on the outro, instead of the lame movie credits-style after the music awkwardly cuts off.

And lastly, this is probably nit-picking since you're not going after environmental artist... but even a small scene to show application for those effects you only showed in the viewer would have been nice.

Hope this helps. I'd really like to see an amended version if you do one. Presentation does go a long way.

Re: VFX Demo Reel - 2012 - Jangalomph

PostPosted: Wed May 30, 2012 2:38 am
by Jangalomph
I tried to throw together a scene in UDK. But i couldn't find a good enough recorder in time, and I didn't have enough assets to use to really make the particles seem like they are where they should be. And I had the Source particles edited by Xendrid from NMRIH for me.. and i had to go into shitty windows movie maker to finish the rest. Guess this is a prime example of why you dont procrastinate children!

Re: VFX Demo Reel - 2012 - Jangalomph

PostPosted: Wed May 30, 2012 2:38 am
by kkirspel
Were you on a deadline or something?

Re: VFX Demo Reel - 2012 - Jangalomph

PostPosted: Wed May 30, 2012 2:47 am
by Jangalomph
Yeah, I had to get it to EA games by a certain day.