Ue5 Sci-Fi Vfx Series - Part 2 - Laser & Plasma Blaster Vfx
Published 9/2023
MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
Language: English | Size: 11.13 GB | Duration: 13h 28m
Published 9/2023
MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
Language: English | Size: 11.13 GB | Duration: 13h 28m
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
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
Requirements
UE5 Sci-Fi VFX Series - Part 1 - Respawn & Ammo Pickup VFX (Recommended)
Part 1 is not completely necessary to have taken for this course as the project file will be available in Part 2 as well. But you will be missing a few assets from Part 1 in this course should you decide to jump straight into Part 2.
Description
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!
Overview
Section 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
Section 2: Laser Beam VFX
Lecture 4 Section Introduction
Lecture 5 Concept Breakdown
Lecture 6 Concept Timelapse
Lecture 7 Textures Part 1 - Front Muzzle Flash
Lecture 8 Textures Part 2 - Side Muzzle Flash
Lecture 9 Textures Part 3 - Impact Decal
Lecture 10 VFX Naming Conventions for Production
Lecture 11 Meshes Part 1 - Muzzle Flash
Lecture 12 Meshes Part 2 - Laser Beam
Lecture 13 Simulations - Hit Smoke Part 1 - Houdini Setup
Lecture 14 Simulations - Hit Smoke Part 2 - Houdini Simulation
Lecture 15 Simulations - Hit Smoke Part 3 - Houdini Export for Unreal
Lecture 16 Simulations - Explosive Part 1 - EmberGen Simulation
Lecture 17 Simulations - Explosive Part 2 - EmberGen Export for Unreal
Lecture 18 Importing Assets into Unreal
Lecture 19 Materials Part 1 - Laser Beam and Sparks
Lecture 20 Materials Part 2 - Impact Decal
Lecture 21 Materials Part 3a - Muzzle Flashes
Lecture 22 Materials Part 3b - Function and Material Wrap Up
Lecture 23 Materials Part 4a - Impact Smoke
Lecture 24 Materials Part 4b - Function and Material Wrap Up
Lecture 25 Materials Part 5 - Laser Impact Hit
Lecture 26 Blueprints Part 1 - Test Spawner and Projectile
Lecture 27 Blueprints Part 2 - Projectile Collision and Impact Setup
Lecture 28 Blueprints Part 3 - Material and Light Setup
Lecture 29 Blueprints Part 4 - Final Laser Beam Logic Setup
Lecture 30 Blueprints Part 5 - Impact Decal Logic
Lecture 31 Blueprints Part 6 - Character Logic
Lecture 32 Niagara Part 1a - Muzzle Flash - Blockout
Lecture 33 Niagara Part 1b - Muzzle Flash - Animation
Lecture 34 Niagara Part 1c - Muzzle Flash - Sparks
Lecture 35 Niagara Part 2a - Impact Hit - Sparks
Lecture 36 Niagara Part 2b - Impact Hit - Flash
Lecture 37 Niagara Part 2c - Impact Hit - Flash Smoke
Lecture 38 Niagara Part 2d - Impact Hit - Smoke
Lecture 39 Laser Beam VFX Polish Pass
Lecture 40 Assignment
Section 3: Plasma Blaster VFX
Lecture 41 Section Introduction
Lecture 42 Concept Breakdown
Lecture 43 Concept Timelapse
Lecture 44 Textures
Lecture 45 Meshes Part 1 - Plasma Ball
Lecture 46 Meshes Part 2 - Plasma Disc
Lecture 47 Importing Assets into UE5
Lecture 48 Materials Part 1 - Reusing Materials
Lecture 49 Materials Part 2 - Plasma Ball
Lecture 50 Materials Part 3 - Plasma Trail
Lecture 51 Materials Part 4a - Plasma Disc
Lecture 52 Materials Part 4b - Plasma Disc - Masks & Animation
Lecture 53 Materials Part 4c - Plasma Disc - Refraction & Material Wrap Up
Lecture 54 Blueprints Part 1 - Plasma Impact Decal
Lecture 55 Blueprints Part 2 - Plasma Ball Projectile
Lecture 56 Blueprints Part 3 - Projectile Collision
Lecture 57 Blueprints Part 4 - Character Logic and Animation Montage FX Hookups
Lecture 58 Niagara Part 1 - Initial System Balance
Lecture 59 Niagara Part 2 - Muzzle Flash and Energy Burst
Lecture 60 Niagara Part 3 - Plasma Impact Hit System
Lecture 61 Niagara Part 4 - Plasma Trail
Lecture 62 Plasma Blaster VFX Polish Pass
Lecture 63 Assignment
Section 4: Part 2 Conclusion
Lecture 64 Part 2 Conclusion and Part 3 Announcement
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