Mastering Digital Design - An Introduction to Visual FX for Games with UDK


  • Mastering Digital Design - An Introduction to Visual FX for Games with UDK, Singapore elarning online course
  • Mastering Digital Design - An Introduction to Visual FX for Games with UDK, Singapore elarning online course
  • Mastering Digital Design - An Introduction to Visual FX for Games with UDK, Singapore elarning online course
  • Mastering Digital Design - An Introduction to Visual FX for Games with UDK, Singapore elarning online course
  • Mastering Digital Design - An Introduction to Visual FX for Games with UDK, Singapore elarning online course
  • Mastering Digital Design - An Introduction to Visual FX for Games with UDK, Singapore elarning online course

Course Description

This course is intended for those with a more comfortable understanding of the Unreal Engine who have an interest in creating Particle FX or Visual FX. In this course, we take you through the process of setting up a complex particle system that warps a character in through a teleportation device, as well as an amazing look at "phasing" the character in to view! We'll look at creating the holographic projections you see in the scene, adding texture and distortion to the sequence, and then wrap up the series with an in-depth look at setting up a basic render and animating the camera and lights so that you can make your very own cut-scenes and cinematics!

Learn tips and tricks of creating dynamic animation and games design.

- Know about the different branches in animation
- Learn about what goes into making a successful animation
- Understand better about the designing process with this course
- Be able to create your own monsters and creatures at the end of this course


Course Objectives

1. Learn advanced technique with Unreal Cascade and Material Editor
2. Know more about the basics of particles in UDK
3. Learn how to avoid common errors and workflow mistakes
4. Know the process of a complex particle system setup
5. Learn about creating holographic projection scenes
6. Be able to set up a basic render and animating the camera and lights


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Content

Sparks, Embers and Collision

Preview Available

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Chapter 1 - Introduction

Chapter 2 - Creating the Material

Chapter 3 - Direction of the Sparks

Chapter 4 - Adding Bend to the Sparks

Chapter 5 - Adding Ground Collision

Chapter 6 - Ember Balls and Popping Sparks

Resource Files

UDK Cascade Beginners Guide - Volume 1

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Chapter 1 - Introduction

Chapter 2 - Cascade Interface 1

Chapter 3 - Cascade Interface 2

Chapter 4 - FX Core Modules

Chapter 5 - Color Values

Chapter 6 - Particle Locations

Chapter 7 - Multiplier Modules

Chapter 8 - Sample Effect

Resource Files

UDK Cascade Beginners Guide - Volume 2

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Chapter 1 - Introduction

Chapter 2 - Health Pickup Mesh

Chapter 3 - Setting up the FX

Chapter 4 - Creating a Smoke Base

Chapter 5 - Adding a Light Ray

Chapter 6 - Testing the pickup ingame

Chapter 7 - Adding Light

Chapter 8 - Principles of Flipbooks

Chapter 9 - Rocket Trail FX

Chapter 10 - Basic Fire FX

Chapter 11 - Lightning Ball Textures

Chapter 12 - Lightning Ball FX

Chapter 13 - Flipbooks - Bonus Pt 1

Chapter 14 - Flipbooks - Bonus Pt 2

UDK Cascade Beginners Guide - Volume 3

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Chapter 1 - Introduction

Chapter 2 - Intro to the Orbit Module

Chapter 3 - Orbit Module Sample

Chapter 4 - Creating a Vortex

Chapter 5 - Creating Fireflies and Sparkles

Chapter 6 - Creating an Evil Spore

Chapter 7 - Introduction to Ribbons

Chapter 8 - Creating the Ribbon Material

Chapter 9 - Overlay Materials for the Ribbon

Chapter 10 - Tweak Color Over Life

Chapter 11 - Adding Emissive to the Blade

Chapter 12 - Adding FX to the Blade

Chapter 13 - Fill Rate and Overdraw

Chapter 14 - Seeding Modules

Chapter 15 - LODs

Chapter 16 - Bounds and Series Wrapup

VFX & Cinematics in UDK - Volume 1

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Chapter 1 - Introduction to the Series

Chapter 2 - Key Concepts Matinee

Chapter 3 - Floating Dust Particles

Chapter 4 - Projector Rays

Chapter 5 - Projector Rays Material

Chapter 6 - Projector Rays Cascade Implementation

Chapter 7 - Tech Material

Chapter 8 - Background Tech Rings

Chapter 9 - Holographic Startup Projections

Chapter 10 - Key Concepts Screen Position

Chapter 11 - Icosahedron Material

Chapter 12 - Icosahedron Particle Elements

Chapter 13 - Final Particle Touches

Resource Files

VFX & Cinematics in UDK - Volume 2

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Chapter 1 - Introduction and Material Rundown

Chapter 2 - Key Concepts IF Expression

Chapter 3 - Stage 1 IF Expression

Chapter 4 - Key Concepts Material Instance Actors

Chapter 5 - Animating the Fresnel

Chapter 6 - Key Concepts Scene Texture and Distortion

Chapter 7 - Adding Scene Texture and Distortion

Chapter 8 - Stage 2 IF

Chapter 9 - Scanlines and Edge Bending

Chapter 10 - Warping in the In-Game Model

VFX & Cinematics in UDK - Volume 3

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Chapter 1 - Introduction

Chapter 2 - Camera Animation and Director Group

Chapter 3 - Animating the Cameras

Chapter 4 - Animating Lights

Chapter 5 - Dust Particles and Post Process Tweaks

Chapter 6 - Final Tweaks and Preparation

Chapter 7 - Kismet Preparation and Video Rendering

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