[RELEASED] CamelotVFX: Fire Smoke

This package contains realistic fire and smoke FX rendered from 3D software. Included are the sprite sheets and prefabs for 12 effects, in addition to an example explosion prefab demonstrating how the sprites can be combined to make a unique and advanced effect.

Click here to see a video of the FX in action!

*Edit: And here is the link to the asset store!

WEB DEMO

Contains:

12 4096x4096 Sprite Sheets (512x512 pixels per frame)
-3x Flame
-3x Large Oil Rig Fire w/ Smoke
-3x Smoke
-3x Flamethrower

14 prefabs
-4x Flame
-3x Large Oil Rig Fire w/Smoke
-3x Smoke
-3x Flamethrower
-1x Epic Explosion

My Process:

My basic process for creating the Fire and Smoke FX pack is to use my vfx skills from animation and translate them to a game engine. Although I usually use Maya for 3d animation, in this case I have used Blender’s smoke simulation system to create image sequences of fire or smoke. I then turn these sequences into sprite sheets and import into Unity. It’s as simple as that!

Looks very good. Where is the link to the asset store;)

Looks amazing. But you know, you should include link to ASSET STORE. Just a tip :wink:

Good call, thanks to you both! :slight_smile:

i bought this asset, and i have to say i m really impressed, it look insanely good, will you include a lighter version in future update? coz i test them on mobile it run quite slow even i put less particle and add mobile shader on some particle…

Updated with a really quick web demo I threw together. Enjoy running around with tons of particle effects onscreen at once! :slight_smile: Note: Even with this number of particles, my machine was still getting around 60fps consistently. I will do my best to have a better web demo ready for my next fx pack.

toto2003: I’m really glad you like it! As an fx artist my background is in animation rather than games, so I have been bringing that knowledge over and translating it into a real time engine. This was intended to run with the power of a PC behind it rather than mobile, and I admit I don’t know much about asset creation for mobile. That being said, I am happy to work with you to see if we can get the pack running more smoothly on your device. Please feel free to email me at camelotvfx@gmail.com. Off the top of my head I am guessing mobile will not enjoy the 4096x4096 sprite sheets. If you set them down to 2048 or 1024 and lowered the number of particles you may have some luck. Don’t hesitate to email if there’s something I can do to help.

Is the fire scalable?

if yes, when scaling real large or real small, does it still look good?

tx,

shwa

Nice Work.

Overall a very nice asset. But why is the Dust_Ring_v1 and the Dust_Random_v1 (both sub objects of the Explosion_v1 prefab) expanding its particles in a square shaped area? What should look like a circular shockwave looks a little odd when viewed from above. It works in first person view. But not in top down.
Any fix for this? Else I might need to touch this myself … but I bought it to save me some time.

Glad you like the asset overall! And yes this is a quick fix, sorry about that. Thanks for letting me know about it. Those look like a square because the Start Speed is higher than the values under the checkbox that says “Limit Velocity Over Lifetime”. So essentially you just need to make sure the two values for Start Speed are the same as the X and Y values for Limit Velocity Over Lifetime (leave the Z value at 0).

I just tried it out and this fixed the issue immediately. Again, thanks for the feedback! Good luck with your project, and feel free to check out my other work at Unity Asset Store - The Best Assets for Game Making

Works like a charm now. Thx. :slight_smile:

Hey I just purchased this and started converting all my fire effects over. Here’s a comparison of my fireball, it looks awesome now!

And here’s another after I converted everything over and did a bunch of tweaking.

Does it possible to scale the fire?

Wow somehow I never saw your posts, I apologize! That looks fantastic though! Thanks so much for posting. I really enjoy seeing how people use the assets.

It involves individually editing the parameters of the particle emitters, but it’s really not too complicated. I’m happy to send you instructions if you need. If you have any questions my email is camelotvfx@gmail.com