Looking for a starting point to setup a GORE system!

Hello guys!

I’m looking for some help to get started with making a “gore system” which would be able to make serious realistic wounds in enemy actors. Something similar like this: Classic Gore Part 8 : Soldier of Fortune 2 - Double Helix - YouTube In this game, basically you can “cut” the body as you wish. It is a 2002 game im sure some of you may played it already.

What should I be looking at for setting up a system like this?

Thank you! Have a nice day! :slight_smile:

There are an ungodly number of ways to go about a gore system, but targeting your video specifically.
It seems that each part of the body is just a separate mesh all rigged together and following one bone structure. This isn’t really all that uncommon and is a rather normal way of doing such a thing.
The head just has several layers of “destruction” and after the npc dies, they swap every time he is shot in the head until the final one has been reached.

I didn’t watch all of the video, but all I saw the arms and legs do was pop off which would support my theory even more.

If the arms/legs take enough damage, then break them off their attachment.

As for the blood, its just decals applied to the skeletal mesh. “Last I read,” UE4 doesn’t currently support this. It probably wouldn’t be too hard to implement though if you can figure out the math behind it.

However, you might wish to look at: http://www.valvesoftware.com/publications/2010/gdc2010_vlachos_l4d2wounds.pdf
which is a really good start for a gore system/dynamic wound system.

Not sure if the enemy has layers of destruction because if I remember well, you were able to do wounds on him in any position depending where you hit him. Not sure though, it was like 10 years ago. I was looking at this L4D document, and wasn’t really expecting an easier way, but hell, this gonna take some time for me to implement. :smiley:

Thanks for your help!

I’m interested in GORE as well and ponder over the implementation. The Character/Creature Model is typically in modular sections → SOF GHOUL Mesh dissection video. I’m also considering the use of modular destructible or fracture meshes. I construct Monsters from a ‘Collage’ of meshes so they’re modular in sections by default, its just a matter of detaching the mesh segments ‘groups’ from the skeleton and applying ragdoll physics. In addition to dismemberment, Gore can also include tumorous/fungus growths, incineration, and instant freezing, effects achieved with material manipulation and particles with/without dismemberment.

The0xStandard were right about that than. Well, thanks for the video TechLord. What do you think what would be the most “professional” way to achieve the same thing in UE4? Using seperate colliders for all the parts? Or remove them based on hit position somehow?

Edit: While SOF gore system looks cool, especially in its own time, this looks much better now: gotta make this somehow. :slight_smile:

Edit2: Someone on Facebook mentioned using morph targets. That might be an option as well. Have to do some resourch about that feature, came from using Unity not long ago, UE4 is new to me. :slight_smile:

The core operation in both systems is a modular base mesh to swap out or remove parts and a precision collision system. So, first step is to author a Character mesh/clothing/armor etc designed for dismemberment. Once the Meshes are ready, the next step is script/code the logic in the damage system to handle the collision on specific parts (Ray Tracing? Hit-point Shapes attached to bones?), swapping meshes, spawning particles, triggering animations, etc. Good Luck.

Yeah, thanks! My only problem now, how do I do this on an alive skinned/animated mesh, or ragdoll. :smiley:

Haha, because it was 10 years ago is why I figured thats how the system worked. Even now a days, its hard to generate meshes and destruction data in real time.

How to implement it? I’m not so sure. There are probably a million different routes you could take.

In blueprints, it’ll probably be slow too, but I’m not certain on the performance difference between C++ and Blueprints. As I only use BP for quick prototyping or one off events.

I’ll post back if I come up with an idea, but its too late for me to even think and I’m still bashing my head with my simple stupid problem. XD

Import the Skeletal mesh (FBX) into a 3rd Party 3D Authoring Editor such as Blender, Maya, 3DS and split it into parts, then export them out for import into UE4.

What a classic game Soldier of Fortune II was! I was actually pondering this [the gore system] whilst watching Mortal Kombat X videos (which is fantastic but I have no idea how technically they achieved it).

Overview of how the MK 9 XRay was technically achieved video. With today’s rendering power at our disposal: PBR, Postprocessing Effect, GPU Particles, real-time Destructible Meshes, Mesh Morphing, etc I can easily visualize layers of meshes representing bone, muscle and internals being used during the X Ray Animation. Ultimately, how pretty it looks and works is based on the polish provided by Artists and Game play engineers.

The questions I ask myself is whats the next step? How I can pull of something cool and different. I think the next step for the XRay is employ flesh & bone mesh layers to the characters permanently, so XRay can be invoked anytime and anywhere while performing combos. I’ve haven’t played MK X so im certain if this is case now. I’m personally going for something a little more creepy inspired by John Carpenter’s The Thing in which severed parts transform/morph into monsters themselves.