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Last Stand

Inspired Fx

Heavily inspired by the YouTube cinematic Star Wars: The Last Stand, this procedural FX study was a personal challenge. Years after being blown away by the original video, I wanted to put my skills to the test and see if I could recreate that same intense, atmospheric quality and also complex weather dynamics and procedural destruction

Shot 01

Character Rigging & Animation - Custom Rigging: The 3D model was fully rigged and weighted to prepare for dynamic, complex movements. - Animation Blending: Multiple animation sequences were seamlessly layered and blended together to create a smooth, continuous, and natural final performance. Advanced Particle Simulations To achieve a high level of realism, the water effects were split into distinct, specialized simulation layers interacting directly with the model's geometry. - Surface Flow Simulation: Created a localized particle movement that behaves like rain that lands on the model and continuously streams down the contours of the body. - Surface Splashes: Created Water splahes as interaction with the rain. They were driven by custom attributs and used the pyro burst source as a base - Weight-Driven Edge Drops: Engineered a complex procedual animation where water particles gather at the edges of the model. Once these droplet clusters reach a specific time threshold, gravity takes over, causing them to detach and drip down naturally. Environmental Atmosphere - Rain System: Set up a partcile system and created geo out of the particles to fake also the motion blur for a more controllable result. - Atmospheric Mist: Blended the global rain system with volumetric mist and fog layers. This diffuses the background, adds depth to the scene, and drastically increases the photorealism of the weather conditions. Compositing & Post-Production The final render passes were brought into After Effects to enhance the lighting and mood. - Luminance Enhancement (Glow): Isolated the light sources and added a pronounced, atmospheric glow to make the practical lights punch through the dark, rainy environment. - Optical Flares: Integrated a subtle lens flare on the primary light sources to simulate realistic camera optics and add cinematic texture. - Color Grading: Applied a final color grade to unify the elements, balance the contrast, and establish the specific tonal mood of the shot.

Build the Comp

Mist
Mist

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Shot 02

This setup was considerably simpler to build, as I repurposed most of the procedural framework from the first shot. My main technical focus was generating the new custom particle simulation for the blast. However, the camera animation required some extra problem-solving. I used a look-at constraint so the camera would follow the blast at a certain point. Making that transition perfectly smooth was tricky for my first attempt at this technique, and it took a few different approaches to get the camera movement exactly right.

Last Stand - Shot 02
Video Placeholder

Shot 03

The final shot was a highly enjoyable technical exercise. I began by adding thickness to the armor and fracturing the geometry into chunks. From there, I built a procedural burst system to animate the explosion, giving me complete control over the rotation, velocity, and spread of the pieces. I also incorporated small debris elements into the setup, linking them directly to the same controls. To finalize the pacing of the shot, I heavily utilized speed ramping. The animation smoothly transitions from normal speed into slow motion to highlight the details, before accelerating back to real time.

Last Stand - Shot 03
Armor Burst