UE5 Sci-Fi VFX Series – Part 1 – Respawn & Ammo Pickup VFX
UE5 Sci-Fi VFX Series – Part 1 – Respawn & Ammo Pickup VFX, available at $24.99, has an average rating of 5, with 38 lectures, based on 19 reviews, and has 155 subscribers.
You will learn about Create Real-Time VFX in UE5 using current video game studio production pipeline practices Understand FX asset creation using Blender, Houdini, Substance Designer and EmberGen Become proficient in Unreal materials using industry techniques for FX creation Create Blueprint logic and Niagara Systems for executing FX in gameplay This course is ideal for individuals who are Advanced beginners to intermediate or Those looking to get a job in the game industry as a VFX Artist or VFX Artists looking to develop their skills further in Unreal or VFX Artists looking to switch to Unreal and understand pipelines for game production It is particularly useful for Advanced beginners to intermediate or Those looking to get a job in the game industry as a VFX Artist or VFX Artists looking to develop their skills further in Unreal or VFX Artists looking to switch to Unreal and understand pipelines for game production.
Enroll now: UE5 Sci-Fi VFX Series – Part 1 – Respawn & Ammo Pickup VFX
Summary
Title: UE5 Sci-Fi VFX Series – Part 1 – Respawn & Ammo Pickup VFX
Price: $24.99
Average Rating: 5
Number of Lectures: 38
Number of Published Lectures: 38
Number of Curriculum Items: 38
Number of Published Curriculum Objects: 38
Original Price: $29.99
Quality Status: approved
Status: Live
What You Will Learn
- Create Real-Time VFX in UE5 using current video game studio production pipeline practices
- Understand FX asset creation using Blender, Houdini, Substance Designer and EmberGen
- Become proficient in Unreal materials using industry techniques for FX creation
- Create Blueprint logic and Niagara Systems for executing FX in gameplay
Who Should Attend
- Advanced beginners to intermediate
- Those looking to get a job in the game industry as a VFX Artist
- VFX Artists looking to develop their skills further in Unreal
- VFX Artists looking to switch to Unreal and understand pipelines for game production
Target Audiences
- Advanced beginners to intermediate
- Those looking to get a job in the game industry as a VFX Artist
- VFX Artists looking to develop their skills further in Unreal
- VFX Artists looking to switch to Unreal and understand pipelines for game production
This is part 1 In a 3 part series where you will learn how to take an effect from a concept to ready for gameplay implementation. You will learn my production pipeline that has been used in many of my FX throughout AA and AAA game production.
You will learn how to create assets in industry software packages and prepare them properly to be imported into Unreal with optimization and performance in mind. Then you will learn different techniques to build simple to complex materials for FX that will give you great amounts of control for satisfying gameplay and art direction. These materials will also communicate with Niagara and Blueprints through the use of carefully planned parameters and bindings.
This course will also show you how to prototype Blueprint logic that will enable you to connect your effects to your character, props and weapons in order to run them in a gameplay ready gym for proper testing of functionality, timing, gameplay communication and visualization that satisfies art direction.
You will receive a project file with game ready assets to use along with this course. You will also be given score and sound design elements, courtesy of the talented Brian Michael Fuller, to hook up to your effects for a complete and well rounded prototype. The assets you will have at your disposal will simulate what it is like to work with other disciplines in a production.
This is a feature rich course and by the end of the series you should have a more advanced knowledge of how to pull off AAA quality FX for Game Production.
Course Curriculum
Chapter 1: Series Introduction and Setup
Lecture 1: Series Introduction
Lecture 2: VFX Production Process and Pipeline
Lecture 3: Unreal Project Setup
Chapter 2: Respawn VFX
Lecture 1: Section Introduction
Lecture 2: Concept Overview
Lecture 3: Concept Timelapse
Lecture 4: Texture Creation – Substance Designer
Lecture 5: Mesh Creation – Blender
Lecture 6: Importing Assets to Unreal
Lecture 7: Materials Part 1 – Scrolling Energy for Base Mesh
Lecture 8: Materials Part 2a – Character Overlay
Lecture 9: Materials Part 2b – Character Overlay Erosion and Distortion setup
Lecture 10: Materials Part 3 – Polygon Spawn Particles
Lecture 11: Niagara Part 1 – Platform Energy Base
Lecture 12: Niagara Part 2 – Character Polygon Spawn Particles
Lecture 13: Blueprints Part 1 – Level BP for Slow Motion and Respawn
Lecture 14: Blueprints Part 2 – Character BP Spawn Logic
Lecture 15: Blueprints Part 3 – Platform BP interactivity
Lecture 16: Assignment
Chapter 3: Ammo Pickup FX
Lecture 1: Section Introduction
Lecture 2: Concept Overview
Lecture 3: Concept Timelapse
Lecture 4: Texture Creation – Substance Designer
Lecture 5: Mesh Creation – Blender
Lecture 6: Importing Assets to Unreal
Lecture 7: Materials Part 1 – Ammo Icons
Lecture 8: Materials Part 2 – Energy Cone
Lecture 9: Materials Part 3 – Material Instances and Finalization
Lecture 10: Niagara Part 1 – Continuous Polygon Particles
Lecture 11: Niagara Part 2 – Energy Cone and System Balance
Lecture 12: Niagara Part 3 – Rotating Ammo Icons
Lecture 13: Niagara Part 4 – Deactivation Polygon Particles
Lecture 14: Blueprints Part 1 – Preparing Ammo Pickup Material
Lecture 15: Blueprints Part 2 – Construction Script
Lecture 16: Blueprints Part 3 – Gameplay Logic
Lecture 17: Blueprints Part 4 – Child Blueprint
Lecture 18: Assignment
Chapter 4: Series Part 1 Conclusion
Lecture 1: Part 1 Conclusion
Instructors
-
Jesse Henning
Senior VFX Artist in the Game Industry
Rating Distribution
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- 2 stars: 0 votes
- 3 stars: 0 votes
- 4 stars: 1 votes
- 5 stars: 18 votes
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