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    Ue5 Sci-Fi Vfx Series - Part 3 - Energy Shield & Grenade Vfx

    Posted By: ELK1nG
    Ue5 Sci-Fi Vfx Series - Part 3 - Energy Shield & Grenade Vfx

    Ue5 Sci-Fi Vfx Series - Part 3 - Energy Shield & Grenade Vfx
    Published 10/2023
    MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
    Language: English | Size: 9.14 GB | Duration: 5h 48m

    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

    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

    Requirements

    Basic understanding of Unreal Materials, Blueprints and Niagara Systems.

    Have taken UE5 Sci-Fi VFX Series - Part 2 - Laser & Plasma Blaster VFX (Highly Recommended, Will need those assets)

    Have Taken UE5 Sci-Fi VFX Series - Part 1 - Respawn & Ammo Pickup VFX (Recommended)

    Description

    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!

    Overview

    Section 1: Introduction

    Lecture 1 Series Introduction

    Lecture 2 Unreal Project Setup

    Section 2: Energy Shield VFX

    Lecture 3 Section Introduction

    Lecture 4 Concept Breakdown

    Lecture 5 Concept Timelapse

    Lecture 6 Texture Creation - Shield Pattern

    Lecture 7 Mesh Creation - Shield Mesh

    Lecture 8 Importing Assets into Unreal

    Lecture 9 Materials Pt. 1 - Mesh and Texture Setup

    Lecture 10 Materials Pt. 2 - Opacity Masks

    Lecture 11 Materials Pt. 3 - Texture and Color Masks

    Lecture 12 Materials Pt. 4 - Refraction and Erosion

    Lecture 13 Materials Pt. 5 - Mask Animation

    Lecture 14 Materials Pt. 6 - Balance Pass

    Lecture 15 Blueprints - Player Character Logic

    Lecture 16 Turret FX Pt. 1 - Asset Setup

    Lecture 17 Turret FX Pt. 2 - Blueprint Logic

    Lecture 18 Final Balance

    Lecture 19 Assignment

    Section 3: Pulse Grenade VFX

    Lecture 20 Section Introduction

    Lecture 21 Concept Breakdown

    Lecture 22 Reusable Assets and Setup

    Lecture 23 Materials Setup

    Lecture 24 Blueprints Pt. 1 - Player Character Blueprint

    Lecture 25 Blueprints Pt. 2 - Pulse Grenade Blueprint

    Lecture 26 Blueprints Pt. 3 - Initial System and Beam logic

    Lecture 27 Blueprints Pt. 4 - Lightning Arcs

    Lecture 28 Niagara Pt.1 - Lightning Arcs

    Lecture 29 Niagara Pt.2 - Explosion Balance

    Lecture 30 Niagara Pt.3 - Final Balance

    Lecture 31 Assignment

    Section 4: Conclusion

    Lecture 32 Series Conclusion

    Lecture 33 Material Function for Consistent Distance Based Emissive Values

    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