[ #vfx #UDK #Eat3D ] Eat3D has released 2 DVD of Advanced Visual FX Masterclass about custom VFX inside UDK with over 4 1/2 hours of conte...
Eat3D has released 2 DVD of Advanced Visual FX Masterclass about custom VFX inside UDK with over 4 1/2 hours of content each DVD. Instructor of this Advanced Visual FX Masterclass is VFX artist from US - Jeremy Baldwin who has at Irrational Games, Timegate Studios, and 2 Man Studios and he also worked on games such as "Bioshock:Infinite", "Aliens Colonial Marines", "Minimum",
In DVD 1, instructor Jeremy Baldwin begins by giving visual examples to explain volumes in UDK and even 3ds Max using a maxscript. He then goes into creating a material function sub-library which dramatically helps speed up the process when creating other shaders which includes materials such as: custom distortion, multiple vertex animation techniques, and generating fake caustics. Next, Jeremy guides you through creating several unique and power shaders like an ice shader with amazing customization, a very powerful "dust falling" material, and even a dust particle system. If that wasn’t enough, he goes into constructing a tiled lava shader with many different variations. From there Jeremy constructs a concrete material that works on world coordinates instead of UVs. Finally, Jeremy demonstrates how to create an incredible holographic door effect inside UDK. He starts the door effect by showing how a custom mesh was created and rigged inside 3ds Max and then moves into UDK to create the script-controllable shader and finally wraps it up by creating the full effect using kismet and matinee.
Jeremy Baldwin begins by taking a look at creating custom geometry that will used to construct multiple energy shaders and particle systems in UDK. He then moves on to create a quick and unique master lens flare material. Next, Jeremy shows how to create complex shaders using UV coordinates to manipulate world coordinate parameters and vertex animation. He then goes on to create a stylized shader that is decision dependent and will swap between multiple states to hide or reveal geometry before it plays its animation. Finally, Jeremy gets crazy by redesigning the rocket launcher which comes complete with holographic muzzle flash, distortion based projectile, and energy effects that linger after detonation. This final project is a culmination of everything learned and resembles a dark-matter type weapon that explores many unique methods for animation.
You can save 20% by buying both Eat3D Advanced Visual FX Masterclass DVDs from the discount bundle page
More about eat3d
In DVD 1, instructor Jeremy Baldwin begins by giving visual examples to explain volumes in UDK and even 3ds Max using a maxscript. He then goes into creating a material function sub-library which dramatically helps speed up the process when creating other shaders which includes materials such as: custom distortion, multiple vertex animation techniques, and generating fake caustics. Next, Jeremy guides you through creating several unique and power shaders like an ice shader with amazing customization, a very powerful "dust falling" material, and even a dust particle system. If that wasn’t enough, he goes into constructing a tiled lava shader with many different variations. From there Jeremy constructs a concrete material that works on world coordinates instead of UVs. Finally, Jeremy demonstrates how to create an incredible holographic door effect inside UDK. He starts the door effect by showing how a custom mesh was created and rigged inside 3ds Max and then moves into UDK to create the script-controllable shader and finally wraps it up by creating the full effect using kismet and matinee.
Jeremy Baldwin begins by taking a look at creating custom geometry that will used to construct multiple energy shaders and particle systems in UDK. He then moves on to create a quick and unique master lens flare material. Next, Jeremy shows how to create complex shaders using UV coordinates to manipulate world coordinate parameters and vertex animation. He then goes on to create a stylized shader that is decision dependent and will swap between multiple states to hide or reveal geometry before it plays its animation. Finally, Jeremy gets crazy by redesigning the rocket launcher which comes complete with holographic muzzle flash, distortion based projectile, and energy effects that linger after detonation. This final project is a culmination of everything learned and resembles a dark-matter type weapon that explores many unique methods for animation.
You can save 20% by buying both Eat3D Advanced Visual FX Masterclass DVDs from the discount bundle page
More about eat3d
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