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Blood Hit State/Burned Car Filters

A couple of older filters created to speed up asset creation while working on the vehicle/weapons team at Capcom.

Blood filter
Created to replicate the hit state shader used in engine. This allowed us to get 1:1 results between painter and the engine.
The filter could toggle through and adjust blending between each hit state along with a debug mode to view all states at the same time.

Burned Car Filter
The team needed to texture a lot of different burning vehicles in a pile up. This filter was created to quickly add paint scorching/bubbling and a burned metal material in one stroke or with noises/generators. The graph was pretty heavy so I also added a paint preview toggle to reduce lag when painting.

Blood Filter

Burned Car Filter

Blood Filter: Graph

Blood Filter: Graph

Blood Filter: Matching Smooth step from shader in engine.

Blood Filter: Matching Smooth step from shader in engine.

Blood Filter: Debug mode assigning each hit state a colour.

Blood Filter: Debug mode assigning each hit state a colour.

Burned Car: Main Graph including scorching/bubbling and burned metal material.  The graph was pretty heavy so I also added a paint preview toggle to reduce lag when painting.

Burned Car: Main Graph including scorching/bubbling and burned metal material. The graph was pretty heavy so I also added a paint preview toggle to reduce lag when painting.