UE5 Sci-Fi VFX – 3 Part Series – Part1

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为游戏制作创建实时视觉特效并制作原型 – 第 1 部分

您将学到什么
使用当前视频游戏工作室制作流程实践在 UE5 中创建实时 VFX
了解使用 Blender、Houdini、Substance Designer 和 EmberGen 创建
FX 资源 使用行业技术进行 FX 创建,精通虚幻材质
创建蓝图逻辑和 Niagara 系统用于在游戏中执行 FX

要求
虚幻基础知识 具有
建模、创建纹理和模拟的初级经验。

描述
这是由 3 部分组成的系列中的第 1 部分,您将学习如何从概念中获得效果,为游戏实施做好准备。您将了解我的制作流程,该流程已在我的 AA 和 AAA 游戏制作中的许多 FX 中使用。您将学习如何在行业软件包中创建资产并正确准备将其导入到虚幻中,同时考虑到优化和性能。然后,您将学习不同的技术来构建简单到复杂的 FX 材质,这将为您提供大量控制,以满足游戏玩法和艺术指导的需要。这些材料还将通过使用精心规划的参数和绑定与 Niagara 和蓝图进行通信。本课程还将向您展示如何构建蓝图逻辑原型,使您能够将效果与角色连接起来,道具和武器,以便在游戏就绪的健身房中运行它们,以便对功能、计时、游戏通信和可视化进行适当的测试,以满足艺术指导的要求。您将收到一个包含游戏就绪资产的项目文件,可与本课程一起使用。您还将获得才华横溢的布莱恩·迈克尔·富勒 (Brian Michael Fuller) 提供的乐谱和声音设计元素,以便与您的效果挂钩,形成完整且全面的原型。您将拥有的资产将模拟在制作中与其他学科合作的情况。这是一门功能丰富的课程,在本系列结束时,您应该对如何实现 AAA 质量有更高级的了解用于游戏制作的 FX。满足艺术指导的游戏沟通和可视化。

Published 8/2023
Created by Jesse Henning
MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz, 2 Ch
Genre: eLearning | Language: English | Duration: 38 Lectures ( 6h 12m ) | Size: 5 GB

Create & Prototype Real-Time VFX for Game Production – Part 1

What you’ll learn
Create Real-Time VFX in UE5 using current video game studio production pipeline practices
Understand FX asset creation using Blender, Houdini, Substance Designer and EmberGen
Become proficient in Unreal materials using industry techniques for FX creation
Create Blueprint logic and Niagara Systems for executing FX in gameplay

Requirements
Basic knowledge of Unreal
Beginner level experience with modeling, creating textures and simulations.

Description
This is part 1 In a 3 part series where you will learn how to take an effect from a concept to 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.  You will learn how to create assets in industry software packages and prepare them properly to be imported into Unreal with optimization and performance in mind. Then you will learn different techniques to build simple to complex materials for FX that will give you great amounts of control for satisfying gameplay and art direction. These materials will also communicate with Niagara and Blueprints through the use of 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 in order to run them in a gameplay ready gym for proper testing of 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 and 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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