Ue5 Sci-Fi Vfx Series - Part 3 - Energy Shield & Grenade Vfx
Published 10/2023
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 9.14 GB | Duration: 5h 48m
Published 10/2023
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 9.14 GB | Duration: 5h 48m
Create & Prototype Real-Time VFX for Game Production
What you'll learn
Create Real-Time VFX in UE5 using current video game studio production pipeline practices
Become proficient in Unreal materials using industry techniques for FX creation
Create Blueprint logic and Niagara Systems for executing FX in gameplay
Create materials in a modular way for faster iteration and alteration
Use Niagara Beam emitters with Blueprints to create dynamic lightning VFX
Requirements
Basic understanding of Unreal Materials, Blueprints and Niagara Systems.
Have taken UE5 Sci-Fi VFX Series - Part 2 - Laser & Plasma Blaster VFX (Highly Recommended, Will need those assets)
Have Taken UE5 Sci-Fi VFX Series - Part 1 - Respawn & Ammo Pickup VFX (Recommended)
Description
This. Is. It. Part 3 and The final chapter in our UE5 Sci-Fi VFX Series for Game Production. And we’re going out with a Bang. We’ll be diving into more advanced material work with our Energy Shield and deeper methods for prototyping VFX in our Blueprints and Niagara Systems for our Energy shield.First we are going to focus on creating our sci-fi energy shield and hook up our automated Turret VFX.The focus will be all about more complex material creation through detailed, animated masks and implementing a modular based structure for faster iteration and alteration in order to strike a balance between art direction and gameplay needs. We will wrap that section up in our blueprints by creating spawn logic from our Player Character. We will work on defining proper collision logic and drive certain material parameters through timelines to animate our shield kicking on and off. And of course we will make sure to hook up all of our VFX for our turrets to properly test our shield against enemies.In the final section we will make a really satisfying Pulse Grenade.We will reuse assets we created in Part 2 of the course from our Laser Beam and Plasma Blaster VFX. You will still be able to follow along if you missed that part, but you will be missing assets that will be used heavily in this course. You may create your own, however, if you wish to fill in the gaps and apply knowledge you already have. We will have a lot of fun creating ways for our Blueprints to be used to create dynamically changing strike points for our lightning arcs by exposing parameters in our Niagara Systems. We will go through some preliminary tests to make sure our beams are working correctly.Then we will add more detail to our lightning arcs in our Niagara systems to give them some more shape and dynamic animation. We will even explore some additional material logic in our bonus section by creating a function to make sure our beams stay consistent in their emissive values from various distances.By the end of Part 3 you will not only have some really cool portfolio pieces, but a better understanding of how to create and prototype many other VFX by leveraging the power of Unreal Materials, Blueprints and Niagara Systems.So, hop on in and lets get crafting!
Overview
Section 1: Introduction
Lecture 1 Series Introduction
Lecture 2 Unreal Project Setup
Section 2: Energy Shield VFX
Lecture 3 Section Introduction
Lecture 4 Concept Breakdown
Lecture 5 Concept Timelapse
Lecture 6 Texture Creation - Shield Pattern
Lecture 7 Mesh Creation - Shield Mesh
Lecture 8 Importing Assets into Unreal
Lecture 9 Materials Pt. 1 - Mesh and Texture Setup
Lecture 10 Materials Pt. 2 - Opacity Masks
Lecture 11 Materials Pt. 3 - Texture and Color Masks
Lecture 12 Materials Pt. 4 - Refraction and Erosion
Lecture 13 Materials Pt. 5 - Mask Animation
Lecture 14 Materials Pt. 6 - Balance Pass
Lecture 15 Blueprints - Player Character Logic
Lecture 16 Turret FX Pt. 1 - Asset Setup
Lecture 17 Turret FX Pt. 2 - Blueprint Logic
Lecture 18 Final Balance
Lecture 19 Assignment
Section 3: Pulse Grenade VFX
Lecture 20 Section Introduction
Lecture 21 Concept Breakdown
Lecture 22 Reusable Assets and Setup
Lecture 23 Materials Setup
Lecture 24 Blueprints Pt. 1 - Player Character Blueprint
Lecture 25 Blueprints Pt. 2 - Pulse Grenade Blueprint
Lecture 26 Blueprints Pt. 3 - Initial System and Beam logic
Lecture 27 Blueprints Pt. 4 - Lightning Arcs
Lecture 28 Niagara Pt.1 - Lightning Arcs
Lecture 29 Niagara Pt.2 - Explosion Balance
Lecture 30 Niagara Pt.3 - Final Balance
Lecture 31 Assignment
Section 4: Conclusion
Lecture 32 Series Conclusion
Lecture 33 Material Function for Consistent Distance Based Emissive Values
Advanced beginners to intermediate,Those who want a deeper understanding of how to create VFX for games in Unreal,VFX Artists looking to switch to Unreal and understand pipelines for game production,Those who want to be production ready for video game development,Those looking to get a job in the game industry as a VFX Artist