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Showing posts with the label UE4

VFX Challenge Day 34: Personal

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Here is the disintegrate effect hooked up in Liminal. This is hooked up to 10 different crab knobs (krobs), each with separate pieces having the dissolve effect applied. The legs are getting their effect from a master blueprint and each of the 10 heads are hooked up individually in another blueprint. The color of the dissolve will change dynamically based on the color of the door that the (krob) belongs to. The player sees this effect when they pick up a krob and it goes into their inventory.

VFX Challenge Day 33: Personal

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Continuing effects for Liminal, I have created another low poly dust cloud effect, this time for a basic cinematic. This gif loops 3 times but the final only loops once.

VFX Challenge Day 32: UnrealCG’s Disintegration

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For today, I completed UnrealCG’s Disintegration effect. I only finished the material and switched out the textures and values to ones that suit my need more. I plan to hook up this iteration as a pick up effect in Liminal, so I will show that at a later date. This was my first time using Material functions and understanding what I was doing, so it was nice to see growth. https://www.youtube.com/watch?v=gldIJGqlWf0&t=105s

VFX Challenge Day 31: Alen Loeb’s Flowing Noise Material

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Today, I completed Alen Loeb’s Flowing Noise Material for UE4. This is continuing my explorations into noise and how it is used by different programs and what can be accomplished with it. https://www.youtube.com/watch?v=ut80qnOtNRw

VFX Challenge Day 30: Personal

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I have updated my laser effect to have more parameters from my design team on Liminal , with this I can change the color based on a trigger so that the player knows it has been activated.

VFX Challenge Day 27: Personal

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This effect is a simple iteration on the magic circle/music note effect I created a while back. I wanted to find the easiest way to make a butterfly effect without making flapping butterflies. This is the effect Liminal will use for its collectibles.

VFX Challenge Day 23: Anastasia Opara’s Procedural Poster Shader

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For today, I completed Anastasia Opara’s Procedural Poster Shader tutorial for UE4. I created my own poster and rip textures for it and thanks to that I am able to see how I can easily apply this to other types of materials. I created these for the game I am working on Liminal. https://www.youtube.com/watch?v=zV4f2aNSDN8

VFX Challenge Day 22: Personal

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I used UE4’s destructible mesh feature for the first time to make destructible meshes for Liminal.

VFX Challenge Day 21: Anastasia Opara’s Raindrops Shader

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Today, I tried out Anastasia Opara’s raindrops shader tutorial for UE4. I failed at it, but I learned a lot about different ways to manipulate the material shader to do what you want it to. https://www.youtube.com/watch?v=ymAuk1z6f-g&t=2s

VFX Challenge Day 20: Personal

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Working from the Breath of the Wild tutorial from earlier, I created a target effect for Liminal.

VFX Challenge Day 19: Medel Design’s Firefly Particles

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Today, I followed Medel Design’s Firefly Particle system tutorial to create some bioluminescent flies by tweaking the value to my liking. https://www.youtube.com/watch?v=lJRiJknR4zY

VFX Challenge Day 18: UE4 Forum

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I created a flickering material based on what I have found on this UE4 forum. One change I made, was to put the same color for the emissive into the based color so that instead of flickering to black it flickers to an unlit-looking version of the emissive. https://answers.unrealengine.com/questions/154126/flashing-blinking-material.html

VFX Challenge Day 17: Personal

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Working off the smoke effects I have created previously, I completed a small candle fire effect for Liminal.

VFX Challenge Day 16: Personal

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Working from what I have completed an ember effect for the game Liminal, which I am art lead and am doing all the VFX for.

VFX Challenge Day 15: Dimka Sokolov’s Laser

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Today, I complete Dimka Sokolov’s laser tutorial for UE4. With it I now know how to set parameters for the source of a beam and the target of a beam. https://www.artstation.com/artwork/eyWm6

VFX Challenge Day 13: Dimka Sokolov's Fire Tornado FX

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Today, I completed a tutorial by Dimka Sokolov for a cool swirling effect in UE4. It was interesting to see this effect in the optimization views because it uses a texture wrapping around a sphere. The pieces of the sphere that are transparent are the part that cost the most. https://www.artstation.com/artwork/eyWm6

VFX Challenge Day 12: Personal

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I continued my low-poly smoke effect exploration from yesterday. I was going for more of a steam look here.

VFX Challenge Day 11: Personal

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Today, I started to apply what I have been learning from following tutorials onto my own effect. It’s just a simple, low-poly smoke effect.

VFX Challenge Day 10: vrayguide’s steam effect

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More steam! So today I finished vrayguide’s steam effect for UE4 and messed around with adding/swapping emitters to get my own sort of look. Steam is something I am having trouble visualizing, especially stylized smoke references. So I’m try to understand just what emitter usually make smoke up and what is possible for me to change or create to make the effects look like they belong in certain environments.  https://www.youtube.com/watch?v=00p2rCf-jU0

VFX Challenge Day 9: UnrealCG's Stylized Smoke/Fire

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Today, I created another smoke effect. This time I followed UnrealCG’s Stylized Smoke/Fire effect. The tutorial tells you not to use the multiply node, but a subtract node that plugs into the opacity. Unfortunately, when I used the subtract node it made my material invisible, not sure why so I just used the multiply node in its place. Although, I can see why it doesn’t work as well. My version has large pieces of material that you can tell are just spinning instead of a more natural blended look. https://www.youtube.com/watch?v=EBNQUZU7NKo&t=619s