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UE5 Sci-Fi VFX Series - Part 3 - Energy Shield & Grenade VFX

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Jesse Henning

5:48:25

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  • 1. Series Introduction.mp4
    02:45
  • 2.1 Unreal Project File.html
  • 2. Unreal Project Setup.mp4
    08:24
  • 1. Section Introduction.mp4
    01:35
  • 2.1 shield fx concept.zip
  • 2. Concept Breakdown.mp4
    04:11
  • 3. Concept Timelapse.mp4
    01:29
  • 4.1 Textures.zip
  • 4. Texture Creation - Shield Pattern.mp4
    09:29
  • 5.1 Meshes.zip
  • 5. Mesh Creation - Shield Mesh.mp4
    10:05
  • 6. Importing Assets into Unreal.mp4
    01:21
  • 7. Materials Pt. 1 - Mesh and Texture Setup.mp4
    19:03
  • 8. Materials Pt. 2 - Opacity Masks.mp4
    09:39
  • 9. Materials Pt. 3 - Texture and Color Masks.mp4
    27:29
  • 10. Materials Pt. 4 - Refraction and Erosion.mp4
    17:28
  • 11. Materials Pt. 5 - Mask Animation.mp4
    18:04
  • 12. Materials Pt. 6 - Balance Pass.mp4
    17:51
  • 13. Blueprints - Player Character Logic.mp4
    16:56
  • 14. Turret FX Pt. 1 - Asset Setup.mp4
    07:57
  • 15. Turret FX Pt. 2 - Blueprint Logic.mp4
    13:13
  • 16. Final Balance.mp4
    12:36
  • 17. Assignment.mp4
    01:52
  • 1. Section Introduction.mp4
    01:29
  • 2.1 pulse grenade fx concept.zip
  • 2. Concept Breakdown.mp4
    02:49
  • 3. Reusable Assets and Setup.mp4
    06:39
  • 4. Materials Setup.mp4
    09:17
  • 5. Blueprints Pt. 1 - Player Character Blueprint.mp4
    08:31
  • 6. Blueprints Pt. 2 - Pulse Grenade Blueprint.mp4
    22:40
  • 7. Blueprints Pt. 3 - Initial System and Beam logic.mp4
    09:42
  • 8. Blueprints Pt. 4 - Lightning Arcs.mp4
    13:23
  • 9. Niagara Pt.1 - Lightning Arcs.mp4
    23:15
  • 10. Niagara Pt.2 - Explosion Balance.mp4
    20:08
  • 11. Niagara Pt.3 - Final Balance.mp4
    15:19
  • 12. Assignment.mp4
    00:48
  • 1. Series Conclusion.mp4
    01:08
  • 2. Material Function for Consistent Distance Based Emissive Values.mp4
    11:50
  • Description


    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

    Who is this for?


  • 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
  • What You Need to Know?


  • 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)
  • More details


    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!


    Who this course is for:

    • 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

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    Jesse Henning
    Jesse Henning
    Instructor's Courses
    Hey, I am a VFX Artist in the Video Game Industry with a background in crafting cinematic and gameplay FX for AA and AAA game productions inside Unreal 4 and 5. Throughout those productions I have created cinematic, UI and gameplay effects that span many styles, techniques, pipelines and workflows. While I am very passionate about crafting high-end visual effects for games, I am equally passionate about helping artists learn and grow in their craft so they can reach their potential and accomplish their dreams. My learning journey started right here on Udemy with many courses purchased over the years. Some even helped me pass my first art test that eventually led to my entrance into the game industry.I am very thankful for those instructors who were willing to share their knowledge so that I could have a way forward in my career. I hope my courses will find a way into your learning catalogue as well. I am excited to share valuable VFX knowledge that I know will help propel you forward in your career as a VFX artist and prepare you for high-end video game production.Feel free to reach out if you need help along the way. Until then, let's get crafting!
    Students take courses primarily to improve job-related skills.Some courses generate credit toward technical certification. Udemy has made a special effort to attract corporate trainers seeking to create coursework for employees of their company.
    • language english
    • Training sessions 33
    • duration 5:48:25
    • Release Date 2023/12/16