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So my friends, I, and a few of his friends are starting work on a new FPS based on sdk base source and unity, how would blender do for making things such as flashbangs, explosives, fires, gunfire, etc? i dont want to spend $4000 to make a free game.
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>>497762
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>>497762
What makes your game different from the 9000+ other FPSs?
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>>497762

>flashbangs, explosives, fires, gunfire, etc?

None of those are things you make in Blender, unless you mean the actual flashbang grenade.
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>>497762
smoke/fire type effects in games are made trough clever use of billboard spawning with animated textures and post-filters like glows running ontop.

You could use a 3D program, blender, max, maya, whatever to render out a loop that is displayed on your billboard element.
You'd render stuff like say a fireball turning into a smokepuff, but this alone you would not be used as a complete ready in game particle effect, unless you're looking for that classic Duke 3D feel.
Mess around a lot with sample textures and your ingame particle system to gain a feel for how it's done, shuriken in unity comes with lots of sample textures to try out.

How you spawn and animate your billboards, and how well you time it to look plausible will have a much more significant role than the quality of what you end up displaying on that particle though.
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>>497762
You wouldn't use blender to make effects like that. You'd use photoshop and related to make animated sprites.
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>>497766
>You could use a 3D program, blender, max, maya, whatever to render out a loop that is displayed on your billboard element.

this is the correct answer.

just make sure the render has a transparent background so when you add the sprite card to the engine it will look proper.
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>>497874

Why on earth would you render billboard explosions and fire in 2015?



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