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jtdoepke
02-12-2008, 02:20 PM
What's the best way to make an exploding spaceship? 'Cause it seems like there isn't a good tutorial for it and this section needs some threads.

loki74
02-15-2008, 01:19 PM
Hm.. can we get some more details as to what you're looking for? animated? static? print? film?


HVs/Particles are typically a good bet in any situation. Getting it to look good then is just a matter of tweaking.

If you don't need it to animate, you could actually model it polygonally, and use some displacements, or you could paint it in post.

Stooch
02-15-2008, 03:53 PM
get a ship. add a bit of chuck norris and you will have a ship explosion.

jtdoepke
02-16-2008, 02:15 AM
Hm.. can we get some more details as to what you're looking for? animated? static? print? film?

Animated. Say, for example, a missile hits a ship and part of it blows off.




get a ship. add a bit of chuck norris and you will have a ship explosion.
:thumbsup:

prometheus
02-16-2008, 07:56 PM
Best way..hmm there are probably many ways but the best way, donīt know really, maybe you should mail zoic studios and ask for a spaceship explosion tutorial:)

aha..well lets se, you have the initial fire explosion blast that can be done
with a null or several nulls with hv volumes or sprites and even mixing with real explosion movieclips if you can get those, or you can map procedurals on geometry with a slightly displacement or even use movieclips on those.
a couple of particle emitters with sparks and debris also.

then we have the actuall ship and all those parts that should be blown away.
You can actually use an emitter and create som simple debris or parts and fx link those to the particles to give the illusion of that the ship explodes in parts.
Or you can select that area where the explosion are going to hit and copy that part and in modeler break it up with some of the free plugins available, and later on explode just that segment with dynamic collision object.
Much more work to do if you plan on having the whole ship go boom.
and you can deform the ship heavy with displacements and even unweld all the points.

also if you are modeling the space ship, you can do it by having some bigger chunks not connected to the whole model.

But Yeah ..strangely there seem to be very little tutorials on the net right now for this kind of stuff that we se so often on scifi shows. maybe it was
talked about long time ago with no recent updates.
You probably know about this link site

http://members.shaw.ca/lightwavetutorials%20/effects.htm
Otherwise check out if theres something explaining this in another 3d package, most stuff can be translated in to lightwave to with adaptation.

jcaesar
02-19-2008, 08:34 PM
You might want to see if you can get a hold of "Advanced Explosion Techniques" which is a VHS done by Emilie Edwin Smith. It was distributed by Desktop Images--don't know if it's still available (or even on anything but VHS).

I thought it was quite good dealing with the blowing up of a shuttle into multiple pieces, along with tips on debris and ship sub-structures. It's also Lightwave specific, but a bit old now (1999).

Edbittner
02-20-2008, 08:33 AM
Back in the old LW5.6 days we would take a ship model slice it up into a bunch of layers, and replace the "whole" ship with the sliced one in one frame.
Of course back then, without dynamics we'd have to keyframe the pieces after the explosion, but hey.......it worked. (Not really a tut but............)
E.