UE5 Sci-Fi VFX Series – Part 2 – Laser & Plasma Blaster VFX

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这是由 3 部分组成的系列中的第 2 部分,您将学习如何实现从概念到完成的效果,并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 游戏制作过程中的许多 FX 中使用。在第 2 部分中,您将更多地关注武器 FX、它们如何与世界交互、从玩家逻辑和动画蒙太奇中生成以及更深入地了解视频游戏制作实践。我们将通过蓝图逻辑深入研究使用各种射弹和碰撞响应。我们将解决处理弹丸的不同方式,并专注于故障排除方法,以帮助更好地解决生产环境中可能出现的问题。我们将更深入地研究材料,探索更具挑战性的创建 FX 的技术。包括 FX 网格上的多个 UV 贴图,仅使用一个参数为我们的枪口闪光设置动画,创建更多材质函数并公开动态和标量参数,以便在我们的 Niagara 系统中使用更深入的动画实践。我们还将处理 Houdini 和 EmberGen 中的模拟。

Published 9/2023
Created by Jesse Henning
MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz, 2 Ch
Genre: eLearning | Language: English | Duration: 64 Lectures ( 13h 29m ) | Size: 11.1 GB

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!

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