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UE5 Sci-Fi VFX Series – Part 1 – Respawn & Ammo Pickup VFX by Jesse Henning

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Release date:2023, August

Duration:06 h 12 m

Author:Jesse Henning

Skill level:Beginner

Language:English

Exercise files:Yes

Part 1 In a 3-part series, you will learn how to take an effect from a concept to ready for gameplay implementation. You will learn about my production pipeline used in many of my FX throughout AA and AAA game production.

With optimization and performance in mind, you will learn how to create assets in industry software packages and prepare them properly to be imported into Unreal. Then, you will learn different techniques to build simple to complex materials for FX, giving you great control for satisfying gameplay and art direction. These materials will also communicate with Niagara and Blueprints through carefully planned parameters and bindings.

This course will also show you how to prototype Blueprint logic that will enable you to connect your effects to your character, props, and weapons to run them in a gameplay-ready gym to properly test functionality, timing, gameplay communication, and visualization that satisfies art direction.

You will receive a project file with game-ready assets to use along with this course. You will also be given score and sound design elements, courtesy of the talented Brian Michael Fuller, to hook up to your effects for a complete, well-rounded prototype. The assets you will have at your disposal will simulate what it is like to work with other disciplines in a production.

This is a feature-rich course, and by the end of the series, you should have a more advanced knowledge of how to pull off AAA-quality FX for Game Production.

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01. Series Introduction and Setup

01. Series Introduction
02. VFX Production Process and Pipeline
03. Unreal Project Setup

02. Respawn VFX

01. Section Introduction
02. Concept Overview
03. Concept Timelapse
04. Texture Creation – Substance Designer
05. Mesh Creation – Blender
06. Importing Assets to Unreal
07. Materials Part 1 – Scrolling Energy for Base Mesh
08. Materials Part 2a – Character Overlay
09. Materials Part 2b – Character Overlay Erosion and Distortion setup
10. Materials Part 3 – Polygon Spawn Particles
11. Niagara Part 1 – Platform Energy Base
12. Niagara Part 2 – Character Polygon Spawn Particles
13. Blueprints Part 1 – Level BP for Slow Motion and Respawn
14. Blueprints Part 2 – Character BP Spawn Logic
15. Blueprints Part 3 – Platform BP interactivity
16. Assignment

03. Ammo Pickup FX

01. Section Introduction
02. Concept Overview
03. Concept Timelapse
04. Texture Creation – Substance Designer
05. Mesh Creation – Blender
06. Importing Assets to Unreal
07. Materials Part 1 – Ammo Icons
08. Materials Part 2 – Energy Cone
09. Materials Part 3 – Material Instances and Finalization
10. Niagara Part 1 – Continuous Polygon Particles
11. Niagara Part 2 – Energy Cone and System Balance
12. Niagara Part 3 – Rotating Ammo Icons
13. Niagara Part 4 – Deactivation Polygon Particles
14. Blueprints Part 1 – Preparing Ammo Pickup Material
15. Blueprints Part 2 – Construction Script
16. Blueprints Part 3 – Gameplay Logic
17. Blueprints Part 4 – Child Blueprint
18. Assignment

04. Series Part 1 Conclusion

01. Part 1 Conclusion

[Udemy] UE5 Sci-Fi VFX Series – Part 1 – Respawn & Ammo Pickup VFX by Jesse Henning.7z

[Udemy] UE5 Sci-Fi VFX Series – Part 1 – Respawn & Ammo Pickup VFX by Jesse Henning_Subtitles.7z


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