UE5 Sci-Fi VFX Series – Part 2 – Laser & Plasma Blaster VFX
UE5 Sci-Fi VFX Series – Part 2 – Laser & Plasma Blaster VFX, available at $34.99, has an average rating of 5, with 65 lectures, based on 6 reviews, and has 86 subscribers.
You will learn about Create Real-Time VFX in UE5 using current video game studio production pipeline practices Create Simulations in Houdini and EmberGen for optimized and game production ready workflows Create high quality and game ready Textures and Meshes using Blender and Substance Designer Create Blueprint logic and Niagara Systems for executing FX in gameplay Dive into more advanced techniques for creating materials for VFX in UE5 This course is ideal for individuals who are 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 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 2 – Laser & Plasma Blaster VFX
Summary
Title: UE5 Sci-Fi VFX Series – Part 2 – Laser & Plasma Blaster VFX
Price: $34.99
Average Rating: 5
Number of Lectures: 65
Number of Published Lectures: 65
Number of Curriculum Items: 65
Number of Published Curriculum Objects: 65
Original Price: $59.99
Quality Status: approved
Status: Live
What You Will Learn
- Create Real-Time VFX in UE5 using current video game studio production pipeline practices
- Create Simulations in Houdini and EmberGen for optimized and game production ready workflows
- Create high quality and game ready Textures and Meshes using Blender and Substance Designer
- Create Blueprint logic and Niagara Systems for executing FX in gameplay
- Dive into more advanced techniques for creating materials for VFX in UE5
Who Should Attend
- 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
- 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 2 In a 3 part series where you will learn how to take an effect from concept to completion and be 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.
In Part 2 you will focus more on weapons FX, how they interact with the world, spawn from player logic and animation montages and go deeper into video game production practices. We will dive into using various projectiles and collision responses through blueprint logic. We will tackle different ways of handling projectiles and focus on troubleshooting methods to help better navigate problems that can arise while in a production environment.
We will dive deeper into materials, exploring more challenging techniques for creating FX. Including multiple UV Maps on FX meshes, animating our muzzle flashes with only one parameter, creating more Material Functions and exposing dynamic and scalar parameters for deeper animation practices for use in our Niagara Systems.
We will also tackle simulations in Houdini and EmberGen. You will be shown how to pack and export flipbook textures in a way that will help you stay optimized and performant while still delivering high quality gameplay FX. If you do not have access to any of the external software packages used, all of the final textures and meshes will be provided in the course.
While I recommend starting with Part 1, should you choose to skip it, you will still receive the project file for use along with this course. There will be several things that carry over from Part 1, but you should still be able to manage without them.
Part 2 is the most massive section of this series and will provide a feature rich learning experience that should give you a more advanced knowledge of how to pull off AAA quality FX for Game Production, so that you can create that stunning portfolio piece that will be sure to catch a recruiters eye.
So dive on in and lets get crafting!
Course Curriculum
Chapter 1: Series Introduction and Setup
Lecture 1: Series Introduction
Lecture 2: Starting with Part 2 and Skipped Part 1 – Watch This!
Lecture 3: Unreal Project Setup
Chapter 2: Laser Beam VFX
Lecture 1: Section Introduction
Lecture 2: Concept Breakdown
Lecture 3: Concept Timelapse
Lecture 4: Textures Part 1 – Front Muzzle Flash
Lecture 5: Textures Part 2 – Side Muzzle Flash
Lecture 6: Textures Part 3 – Impact Decal
Lecture 7: VFX Naming Conventions for Production
Lecture 8: Meshes Part 1 – Muzzle Flash
Lecture 9: Meshes Part 2 – Laser Beam
Lecture 10: Simulations – Hit Smoke Part 1 – Houdini Setup
Lecture 11: Simulations – Hit Smoke Part 2 – Houdini Simulation
Lecture 12: Simulations – Hit Smoke Part 3 – Houdini Export for Unreal
Lecture 13: Simulations – Explosive Part 1 – EmberGen Simulation
Lecture 14: Simulations – Explosive Part 2 – EmberGen Export for Unreal
Lecture 15: Importing Assets into Unreal
Lecture 16: Materials Part 1 – Laser Beam and Sparks
Lecture 17: Materials Part 2 – Impact Decal
Lecture 18: Materials Part 3a – Muzzle Flashes
Lecture 19: Materials Part 3b – Function and Material Wrap Up
Lecture 20: Materials Part 4a – Impact Smoke
Lecture 21: Materials Part 4b – Function and Material Wrap Up
Lecture 22: Materials Part 5 – Laser Impact Hit
Lecture 23: Blueprints Part 1 – Test Spawner and Projectile
Lecture 24: Blueprints Part 2 – Projectile Collision and Impact Setup
Lecture 25: Blueprints Part 3 – Material and Light Setup
Lecture 26: Blueprints Part 4 – Final Laser Beam Logic Setup
Lecture 27: Blueprints Part 5 – Impact Decal Logic
Lecture 28: Blueprints Part 6 – Character Logic
Lecture 29: Niagara Part 1a – Muzzle Flash – Blockout
Lecture 30: Niagara Part 1b – Muzzle Flash – Animation
Lecture 31: Niagara Part 1c – Muzzle Flash – Sparks
Lecture 32: Niagara Part 2a – Impact Hit – Sparks
Lecture 33: Niagara Part 2b – Impact Hit – Flash
Lecture 34: Niagara Part 2c – Impact Hit – Flash Smoke
Lecture 35: Niagara Part 2d – Impact Hit – Smoke
Lecture 36: Laser Beam VFX Polish Pass
Lecture 37: Assignment
Chapter 3: Plasma Blaster VFX
Lecture 1: Section Introduction
Lecture 2: Concept Breakdown
Lecture 3: Concept Timelapse
Lecture 4: Textures
Lecture 5: Meshes Part 1 – Plasma Ball
Lecture 6: Meshes Part 2 – Plasma Disc
Lecture 7: Importing Assets into UE5
Lecture 8: Materials Part 1 – Reusing Materials
Lecture 9: Materials Part 2 – Plasma Ball
Lecture 10: Materials Part 3 – Plasma Trail
Lecture 11: Materials Part 4a – Plasma Disc
Lecture 12: Materials Part 4b – Plasma Disc – Masks & Animation
Lecture 13: Materials Part 4c – Plasma Disc – Refraction & Material Wrap Up
Lecture 14: Blueprints Part 1 – Plasma Impact Decal
Lecture 15: Blueprints Part 2 – Plasma Ball Projectile
Lecture 16: Blueprints Part 3 – Projectile Collision
Lecture 17: Blueprints Part 4 – Character Logic and Animation Montage FX Hookups
Lecture 18: Niagara Part 1 – Initial System Balance
Lecture 19: Niagara Part 2 – Muzzle Flash and Energy Burst
Lecture 20: Niagara Part 3 – Plasma Impact Hit System
Lecture 21: Niagara Part 4 – Plasma Trail
Lecture 22: Plasma Blaster VFX Polish Pass
Lecture 23: Assignment
Chapter 4: Part 2 Conclusion
Lecture 1: Part 2 Conclusion and Part 3 Announcement
Chapter 5: Extra
Lecture 1: Cutout Textures for Niagara Optimization
Instructors
-
Jesse Henning
Senior VFX Artist in the Game Industry
Rating Distribution
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- 4 stars: 0 votes
- 5 stars: 6 votes
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