This tutorial will let you know how the natural realtime VFX in big games are produced, what advanced skills are needed for a professional visual effect producer, by presenting the power of the particle system of Unreal Engine 4.
The tutorial will offer specific instruction on the methods of producing realtime VFX in natural environments in games, including wind, rain, snow, fire, dust in ruins, haze, etc. The instructor will share with the you his years of experience in techniques and workflow, which he has applied in the visual effect productions in “Uncharted: The Lost Legacy” and many other big games. Moreover, you will learn how to make natural realtime VFX of stylized forests, as well as crushing effect in cinematic shots.
Important reminder: this tutorial is an advanced-level teaching material. To ensure your learning outcome, you should have a good command of basic knowledge of 3ds Max, UE4 and Houdini.
Due to the copyright issue, you should download the model assets used in the tutorial by yourself. The download address is provided in the supporting documents.
Graphics card: Nvidia GeForce 8 series or above
RAM: 8G or above
CPU: Inter Core i5
| Secrets of realtime VFX Revealed by Blizzard Visual Artist |
UE4 particle effects system foundation
This section introduces the basic knowledge of the UE4 particle effects system, regarding the way to create a particle system, panel parameters adjustment and other key notes. Besides, this section also explains in various modules the practical skills of all kinds of tools in the system.
Chapter 2 - 3
Explanation of crushing effect
This section offers a whole-process instruction on the physical crushing effect of wooden box, including wooden box modeling, UV unwrapping, productions of crushing simulation system and blueprint, etc. You will also learn to grasp the thinking frame of this process, so as to be able to apply the finished crushing effect in other scenarios.
Scene real operation case
This section is about the case study of realtime VFX of natural environments and games in various forms and styles, such as wind, rain, snow, fire, dust in ruins and haze, etc. The section also includes a whole-process teaching of realtime VFX for 3A games.
Chapter 5 - 8
| In-Depth Exploration of Natural Environment realtime VFX |
Overall improvement of technique and efficiency
Fabio M. Silva is now a senior visual effect producer in Blizzard. With more than a decade of relevant experience, he has previously worked in Guerrilla Game Studio, Crytek, Epic Games and Naughty Dog, and participated in the production of a number of big games, such as the “Killzone” series, “Ryse: Son of Rome”, “Paragon”, the “Uncharted” series and “The Last of Us”. Being a three-time nominee, He has won the Visual Effects Society Award, USA for his real-time visual effects production for a game.