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    Ue5 Sci-Fi Vfx Series - Part 2 - Laser & Plasma Blaster Vfx

    Posted By: ELK1nG
    Ue5 Sci-Fi Vfx Series - Part 2 - Laser & Plasma Blaster Vfx

    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

    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