Free Download Unreal Engine 5 - 3D Game Art Fantasy Swords - Niagara VFX
Published 6/2024
Created by Daniel Peterson of Baka Bros Entertainment,Amelia Morrison
MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz, 2 Ch
Genre: eLearning | Language: English | Duration: 29 Lectures ( 1h 5m ) | Size: 729 MB
Create multiple game ready sword props and integrate VFX using Unreal Engine 5's Niagara System. Beginner to pro level.
What you'll learn:
Unreal Engine's Nigara System
Making Assets for Multiplayer Games, RPGs, and MOBAs
Creation of a full weapon props and visual effects for Combat in games
How to make game props for optimal performance in a shipped game
Core features of the VFX in Unreal Engine 5
SOLID 3D modeling principles AAA quality
Scalable 3D modeling techniques that can serve as the foundation for any games
Industry Software Tools to use such as PureRef, Maya 2024, ZBrush, Substance Painter, and Unreal Engine 5.4
Requirements:
ZBrush or Blender for Sculpting high resolution 3D models
Download Maya or Blender or a 3D art software package equivalent
Download Substance Painter or texturing equivalent like 3D Coat or Marmoset ToolBag 4
Have enough computer memory to download Unreal Engine 5.4 and to hold your 3D Art
Photoshop or Krita or Paint Tool Sai for cleaning up baking errors
Description:
Welcome to the definitive course on creating your first game art sword from scratch all the way into Unreal Engine 5. In this thorough course, we will create 100% game ready swords geared for complete beginners and will be updating the course to add more intermediate and advanced methods and swords. Complete with 3D modeling and UV unwrapping in Maya, baking and texturing in Substance Painter, and implementing awesome VFX on your sword into Unreal Engine 5. Even if you've never used any of these software packages before, we go through everything like navigation and hotkeys. All of the swords are built to be real-time friendly, expertly crafted, super low poly, scalable, clean art. The 3D models and visual effects we will cover are optimized to not affect frame rate even in large games with multiplayer.We use only industry standard software, but if you are more comfortable with other softwares such as Blender, you should be able to follow along just fine. A lot of what we cover is best practices and optimization. We go over how even using simple geometry, you can make some really cool weapons and props. Substance Painter is by far the most awesome 3D texturing software on the market and you can usually get free trials and student discounts.For our extra visual effects content, we use Unreal 5's Niagara next generation VFX creation system. It's a visual particle system that utilizes modules, freeing the VFX artist from any need of programming. You also create your first materials in Unreal's node-based editor. And we go over how to make a dark shadow sword and a final lightning sword effect, both of which makes your weapons really pop and feel enchanted. This is how you create an arsenal for your game and make each swing more satisfying for the player. These steps can to be used to make any props for any games like first person shooters, RPGs, MOBAs, or any kind of game that needs cool weapons for combat or awesome story driven props.Starting out with a basic weapon then adding VFX can be something that comes from character buffs, enchantments, or rare props and items. All major games with combat systems use tons of visual effects for impact and to get players excited to start swingin'.When you purchase this course, you will be provided an asset pack with assets specifically made for this course. If you get stuck at any point, you can check out our files for your notes to more easily follow along. No need to worry about anything as its all provided for you. This includes:Finished Swords 3D Mesh assets Unreal Engine 5.4 VFX UassetsFinal PNG TexturesCore Autodesk Maya 2024 FilesCore Susbtance Painter FilesCore ZBrush FilesCore Photoshop FilesAny VFX Textures and FlipbooksCore Krita FilesWe also include our Discord community where we have a Course QandA Forum for you to ask any questions, get feedback on your work, and check for questions already answered. As we expand the course, we will be going over more advanced swords with more detail and multi layered VFX, so it will scale in difficulty as you improve your game art skills.In this course, we will be covering the following topics:Beginner SectionDownloading the asset pack in the resource folderCreating our first folder system base which helps keep our files organized (It's very easy to lose track of all of your files if you don't stay organized)Downloading the best industry standard art reference softwareHow to crop images and pack them together, add text labels to organize your reference board, and scale the software windowHow to move the software window around to make sure it always stays in front of your current software but not in the wayDownloading the best Auto Smoothing Mel script (For all of our Maya users. But don't worry you will never have to code in this course)Start with the basics in Maya 2024 where we'll learn how to navigate around in our Maya scene, explore the main UI options, move the camera around, and spawn 3D objectsLearn how to manipulate geometry using Maya's widget and core quick menu system. This allows us to shape geometry however we want with faces, edges, and vertices. We'll also go over fast ways to select multiple faces all at once rather than one at a time3D modeling practice lecture: step-by-step guide on how to model a snowman, using Maya's outliner, duplicating and resizing meshes to model faster, cutting into geometry with the multicut tool, and using extrusions to make a top hat for our snowman3D MODELING THE FIRST SWORD SECTIONWe then spawn a cube and start modeling the first swordActivate and use symmetry which helps shape both sides at once, cutting your work in half on many props We also go over how to fix symmetry if it's brokenWe then dig deeper into Maya's options while modeling the handle and handguardWe go over how to use the primitive mesh inputs menu, making it easy to optimize our polygons quickly using subdivision slidersHow to delete geometryExtrude and taper the handguard for a more stylized flairHow to mirror geometry in the right directionWe then go through one of the hardest parts of making assets for many which is the UV unwrapping stage in Maya's UV editing tabTexture resolution discussionUse shaded mode to quickly check for UV overlappingManipulating UV shellsHow to use my favorite UV tool "Camera Based" on your modelsMirror geometry to our advantage to share UVs with both sides of the 3D modelPacking all of the UV shells into one sheet ready for texturingThe fastest and easiest ways to make clean UVs to help you get past this step like a proCreate new materials for our swordsRenaming our materials and proper naming conventions that game studios will expectReduce
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Who this course is for:
Those who wish to know how to make scalable and shippable game in Unreal Engine 5
Those who wish to know how to implement Niagara VFX for their props and weapons
Those who wish to know how to 3D model quickly and not waste any time with older techniques
Those who wish to create their own RPG, MOBA, Shooter Game, or any other type of game involving awesome weapons and visual effects
Those who wish to know how to use Maya as a beginner and scale to pro level all in one course
Those who are looking for a comprehensive course on the Core Niagara Components like Systems, Emitters, Modules, and Parameters so they can use it in their own game projects
Hobbyists and Professional Game Developers alike will benefit from this course
AAA developers who need to learn the fundamentals of Niagara, or a modeling package for their team's game project
Leaders of game development projects who need to understand how Niagara works in Unreal Engine, its capabilities, limitations, and costs on time and effort for developers
Anyone who wants to creat some Unreal Engine projects and wants to learn from a game developer
Teams who need to create their game project making game assets in a scalable manner, so it will be easily maintainable post-launch
Those who have had little to no previous 3D modeling experience
Anyone wanting to support an indie studio while gaining knowledge of how to make their own game
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