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UE5 Sci-Fi VFX Series Part 2 Laser Plasma Blaster VFX

  • Development
  • Apr 16, 2025
SynopsisUE5 Sci-Fi VFX Series – Part 2 – Laser & Plas...
UE5 Sci-Fi VFX Series Part 2 Laser Plasma Blaster  No.1

UE5 Sci-Fi VFX Series – Part 2 – Laser & Plasma Blaster VFX, available at $34.99, has an average rating of 5, with 65 lectures, based on 6 reviews, and has 86 subscribers.

You will learn about Create Real-Time VFX in UE5 using current video game studio production pipeline practices Create Simulations in Houdini and EmberGen for optimized and game production ready workflows Create high quality and game ready Textures and Meshes using Blender and Substance Designer Create Blueprint logic and Niagara Systems for executing FX in gameplay Dive into more advanced techniques for creating materials for VFX in UE5 This course is ideal for individuals who are Those looking to get a job in the game industry as a VFX Artist or VFX Artists looking to develop their skills further in Unreal or VFX Artists looking to switch to Unreal and understand pipelines for game production It is particularly useful for Those looking to get a job in the game industry as a VFX Artist or VFX Artists looking to develop their skills further in Unreal or VFX Artists looking to switch to Unreal and understand pipelines for game production.

Enroll now: UE5 Sci-Fi VFX Series – Part 2 – Laser & Plasma Blaster VFX

Summary

Title: UE5 Sci-Fi VFX Series – Part 2 – Laser & Plasma Blaster VFX

Price: $34.99

Average Rating: 5

Number of Lectures: 65

Number of Published Lectures: 65

Number of Curriculum Items: 65

Number of Published Curriculum Objects: 65

Original Price: $59.99

Quality Status: approved

Status: Live

What You Will Learn

  • Create Real-Time VFX in UE5 using current video game studio production pipeline practices
  • Create Simulations in Houdini and EmberGen for optimized and game production ready workflows
  • Create high quality and game ready Textures and Meshes using Blender and Substance Designer
  • Create Blueprint logic and Niagara Systems for executing FX in gameplay
  • Dive into more advanced techniques for creating materials for VFX in UE5
  • Who Should Attend

  • Those looking to get a job in the game industry as a VFX Artist
  • VFX Artists looking to develop their skills further in Unreal
  • VFX Artists looking to switch to Unreal and understand pipelines for game production
  • Target Audiences

  • Those looking to get a job in the game industry as a VFX Artist
  • VFX Artists looking to develop their skills further in Unreal
  • VFX Artists looking to switch to Unreal and understand pipelines for game production
  • This is part 2 In a 3 part series where you will learn how to take an effect from concept to completion and be ready for gameplay implementation. You will learn my production pipeline that has been used in many of my FX throughout AA and AAA game production. 

    In Part 2 you will focus more on weapons FX, how they interact with the world, spawn from player logic and animation montages and go deeper into video game production practices. We will dive into using various projectiles and collision responses through blueprint logic. We will tackle different ways of handling projectiles and focus on troubleshooting methods to help better navigate problems that can arise while in a production environment.

    We will dive deeper into materials, exploring more challenging techniques for creating FX. Including multiple UV Maps on FX meshes, animating our muzzle flashes with only one parameter, creating more Material Functions and exposing dynamic and scalar parameters for deeper animation practices for use in our Niagara Systems.

    We will also tackle simulations in Houdini and EmberGen. You will be shown how to pack and export flipbook textures in a way that will help you stay optimized and performant while still delivering high quality gameplay FX. If you do not have access to any of the external software packages used, all of the final textures and meshes will be provided in the course.

    While I recommend starting with Part 1, should you choose to skip it, you will still receive the project file for use along with this course. There will be several things that carry over from Part 1, but you should still be able to manage without them.

    Part 2 is the most massive section of this series and will provide a feature rich learning experience that should give you a more advanced knowledge of how to pull off AAA quality FX for Game Production, so that you can create that stunning portfolio piece that will be sure to catch a recruiters eye.

    So dive on in and lets get crafting!

    Course Curriculum

    Chapter 1: Series Introduction and Setup

    Lecture 1: Series Introduction

    Lecture 2: Starting with Part 2 and Skipped Part 1 – Watch This!

    Lecture 3: Unreal Project Setup

    Chapter 2: Laser Beam VFX

    Lecture 1: Section Introduction

    Lecture 2: Concept Breakdown

    Lecture 3: Concept Timelapse

    Lecture 4: Textures Part 1 – Front Muzzle Flash

    Lecture 5: Textures Part 2 – Side Muzzle Flash

    Lecture 6: Textures Part 3 – Impact Decal

    Lecture 7: VFX Naming Conventions for Production

    Lecture 8: Meshes Part 1 – Muzzle Flash

    Lecture 9: Meshes Part 2 – Laser Beam

    Lecture 10: Simulations – Hit Smoke Part 1 – Houdini Setup

    Lecture 11: Simulations – Hit Smoke Part 2 – Houdini Simulation

    Lecture 12: Simulations – Hit Smoke Part 3 – Houdini Export for Unreal

    Lecture 13: Simulations – Explosive Part 1 – EmberGen Simulation

    Lecture 14: Simulations – Explosive Part 2 – EmberGen Export for Unreal

    Lecture 15: Importing Assets into Unreal

    Lecture 16: Materials Part 1 – Laser Beam and Sparks

    Lecture 17: Materials Part 2 – Impact Decal

    Lecture 18: Materials Part 3a – Muzzle Flashes

    Lecture 19: Materials Part 3b – Function and Material Wrap Up

    Lecture 20: Materials Part 4a – Impact Smoke

    Lecture 21: Materials Part 4b – Function and Material Wrap Up

    Lecture 22: Materials Part 5 – Laser Impact Hit

    Lecture 23: Blueprints Part 1 – Test Spawner and Projectile

    Lecture 24: Blueprints Part 2 – Projectile Collision and Impact Setup

    Lecture 25: Blueprints Part 3 – Material and Light Setup

    Lecture 26: Blueprints Part 4 – Final Laser Beam Logic Setup

    Lecture 27: Blueprints Part 5 – Impact Decal Logic

    Lecture 28: Blueprints Part 6 – Character Logic

    Lecture 29: Niagara Part 1a – Muzzle Flash – Blockout

    Lecture 30: Niagara Part 1b – Muzzle Flash – Animation

    Lecture 31: Niagara Part 1c – Muzzle Flash – Sparks

    Lecture 32: Niagara Part 2a – Impact Hit – Sparks

    Lecture 33: Niagara Part 2b – Impact Hit – Flash

    Lecture 34: Niagara Part 2c – Impact Hit – Flash Smoke

    Lecture 35: Niagara Part 2d – Impact Hit – Smoke

    Lecture 36: Laser Beam VFX Polish Pass

    Lecture 37: Assignment

    Chapter 3: Plasma Blaster VFX

    Lecture 1: Section Introduction

    Lecture 2: Concept Breakdown

    Lecture 3: Concept Timelapse

    Lecture 4: Textures

    Lecture 5: Meshes Part 1 – Plasma Ball

    Lecture 6: Meshes Part 2 – Plasma Disc

    Lecture 7: Importing Assets into UE5

    Lecture 8: Materials Part 1 – Reusing Materials

    Lecture 9: Materials Part 2 – Plasma Ball

    Lecture 10: Materials Part 3 – Plasma Trail

    Lecture 11: Materials Part 4a – Plasma Disc

    Lecture 12: Materials Part 4b – Plasma Disc – Masks & Animation

    Lecture 13: Materials Part 4c – Plasma Disc – Refraction & Material Wrap Up

    Lecture 14: Blueprints Part 1 – Plasma Impact Decal

    Lecture 15: Blueprints Part 2 – Plasma Ball Projectile

    Lecture 16: Blueprints Part 3 – Projectile Collision

    Lecture 17: Blueprints Part 4 – Character Logic and Animation Montage FX Hookups

    Lecture 18: Niagara Part 1 – Initial System Balance

    Lecture 19: Niagara Part 2 – Muzzle Flash and Energy Burst

    Lecture 20: Niagara Part 3 – Plasma Impact Hit System

    Lecture 21: Niagara Part 4 – Plasma Trail

    Lecture 22: Plasma Blaster VFX Polish Pass

    Lecture 23: Assignment

    Chapter 4: Part 2 Conclusion

    Lecture 1: Part 2 Conclusion and Part 3 Announcement

    Chapter 5: Extra

    Lecture 1: Cutout Textures for Niagara Optimization

    Instructors

  • UE5 Sci-Fi VFX Series Part 2 Laser Plasma Blaster  No.2
    Jesse Henning
    Senior VFX Artist in the Game Industry
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  • 5 stars: 6 votes
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