UE5 Sci-Fi VFX Series – Part 3 – Energy Shield & Grenade VFX
UE5 Sci-Fi VFX Series – Part 3 – Energy Shield & Grenade VFX, available at $19.99, has an average rating of 4.92, with 33 lectures, based on 6 reviews, and has 72 subscribers.
You will learn about 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 This course is ideal for individuals who are Advanced beginners to intermediate or Those who want a deeper understanding of how to create VFX for games in Unreal or VFX Artists looking to switch to Unreal and understand pipelines for game production or Those who want to be production ready for video game development or Those looking to get a job in the game industry as a VFX Artist It is particularly useful for Advanced beginners to intermediate or Those who want a deeper understanding of how to create VFX for games in Unreal or VFX Artists looking to switch to Unreal and understand pipelines for game production or Those who want to be production ready for video game development or Those looking to get a job in the game industry as a VFX Artist.
Enroll now: UE5 Sci-Fi VFX Series – Part 3 – Energy Shield & Grenade VFX
Summary
Title: UE5 Sci-Fi VFX Series – Part 3 – Energy Shield & Grenade VFX
Price: $19.99
Average Rating: 4.92
Number of Lectures: 33
Number of Published Lectures: 33
Number of Curriculum Items: 33
Number of Published Curriculum Objects: 33
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
- 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
Who Should Attend
- 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
Target Audiences
- 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
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!
Course Curriculum
Chapter 1: Introduction
Lecture 1: Series Introduction
Lecture 2: Unreal Project Setup
Chapter 2: Energy Shield VFX
Lecture 1: Section Introduction
Lecture 2: Concept Breakdown
Lecture 3: Concept Timelapse
Lecture 4: Texture Creation – Shield Pattern
Lecture 5: Mesh Creation – Shield Mesh
Lecture 6: Importing Assets into Unreal
Lecture 7: Materials Pt. 1 – Mesh and Texture Setup
Lecture 8: Materials Pt. 2 – Opacity Masks
Lecture 9: Materials Pt. 3 – Texture and Color Masks
Lecture 10: Materials Pt. 4 – Refraction and Erosion
Lecture 11: Materials Pt. 5 – Mask Animation
Lecture 12: Materials Pt. 6 – Balance Pass
Lecture 13: Blueprints – Player Character Logic
Lecture 14: Turret FX Pt. 1 – Asset Setup
Lecture 15: Turret FX Pt. 2 – Blueprint Logic
Lecture 16: Final Balance
Lecture 17: Assignment
Chapter 3: Pulse Grenade VFX
Lecture 1: Section Introduction
Lecture 2: Concept Breakdown
Lecture 3: Reusable Assets and Setup
Lecture 4: Materials Setup
Lecture 5: Blueprints Pt. 1 – Player Character Blueprint
Lecture 6: Blueprints Pt. 2 – Pulse Grenade Blueprint
Lecture 7: Blueprints Pt. 3 – Initial System and Beam logic
Lecture 8: Blueprints Pt. 4 – Lightning Arcs
Lecture 9: Niagara Pt.1 – Lightning Arcs
Lecture 10: Niagara Pt.2 – Explosion Balance
Lecture 11: Niagara Pt.3 – Final Balance
Lecture 12: Assignment
Chapter 4: Conclusion
Lecture 1: Series Conclusion
Lecture 2: Material Function for Consistent Distance Based Emissive Values
Instructors
-
Jesse Henning
Senior VFX Artist in the Game Industry
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- 4 stars: 1 votes
- 5 stars: 5 votes
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