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所在平台: Udemy |
课程主页: https://www.udemy.com/course/ue5-sci-fi-vfx-series-part-3-energy-shield-grenade-vfx/
课程评论:没有评论
**UE5 科幻视觉特效系列 - 第三部分 - 能量护盾与手雷特效** 本课程是 UE5 科幻视觉特效系列的最终章,专注于游戏制作。 **核心内容:** * **能量护盾:** * 深入学习高级材质创建,包括详细的动画遮罩。 * 探索使用蓝图和 Niagara 系统进行更深层特效原型设计。 * 为自动炮塔特效集成能量护盾。 * 采用模块化结构,实现快速迭代和修改,平衡艺术指导与游戏性需求。 * 在蓝图中实现玩家角色生成逻辑。 * 定义碰撞逻辑,并通过时间轴驱动材质参数,实现护盾的开关动画。 * 将炮塔特效与护盾对接,以便测试护盾对抗敌人的效果。 * **脉冲手雷:** * 重用第二部分课程中激光束和等离子 blaster 特效的资源(但也可自行创建)。 * 利用蓝图创建动态变化的闪电弧的攻击点,并暴露 Niagara 系统参数。 * 进行初步测试,确保光束正常工作。 * 在 Niagara 系统中增加闪电弧细节,使其更具形状和动态动画。 * **奖励内容:** 学习额外的材质逻辑,创建函数以确保光束在不同距离下保持一致的发光值。 **学习目标:** 完成第三部分后,你将获得令人印象深刻的作品集素材,并更深入地理解如何利用 Unreal 材质、蓝图和 Niagara 系统来创建和原型化其他各种视觉特效。 **课程亮点:** * 高级材质和动画遮罩技术。 * 蓝图与 Niagara 系统的深度集成。 * 模块化设计理念,提高效率。 * 实用技能,为你的游戏项目增添亮点。 **准备好一起创造了吗?**
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!