Unreal engine 5, Part 5 b farther making landscape, process of. Making of particle effects, shaders
Автор: Samo Jerovsek
Загружено: 2025-11-21
Просмотров: 8
Unreal engine 5, Part 5 b farther making landscape, process of. Making of particle effects for scene, plus shaders, process of making them.
Tutorial without speech or caption, for now. I will put caption and speech later for more teaching version. This is actually made on different scene, but I got it in same project. And I later after make it here transfer it on other scene, which I published first. But here is prices of making it, and I left bellows the explanation too, which applies for that scenes and version more.
UNreal e in 9b more diagonally set houses, like sinking in the ground fiction. Plus I made my new particle effects for this scene with Niagara system, plus few new shaders from my textures and Unreal engine content, like noise etc...
Also I made previous days new models for fiction in Blenders 3d and imported, here is used in theses Niagara particle effects I put on scene today, to practice some more Niagara and some fast Shaders in shader graph...combinations...
Before that I made new Landscape inside ue5, but this scene version is on my other video clip.
Then Is show here to see character running around with same blueprint for sockets. Otherwise I will in future days also import some of my blueprint from previous days and make some versions and additions...
Added new space fiction houses on the scene and some obj will be ready for flying objects with missals next time.
Another scene with my new exercises in programom shown interaction sockets of character
Now another new scene again in Unreal engine 5,
I imported my blocks from my Blender 3d again but with different, new value in other fresh outlook material, even I have to jet in this project, set uv on my object, inside unreal of course, but it looks fresh to me now too, with my graphical textures on it.
Otherwise I am using this time another template UE 5 market is giving to us, it is for multi spawn actors, and there you can see in scene tuning them around, and basic environment hills, but I changed some of that too already, materials from other material package. And I have to set override character and find this 3rd person character of UE, same as those running on scene, to have real character on controller, well blueprint I had in project for that already from UE, so I searched and found what I needed.
But my main task and exercise new for me was to make a socket on character and then to make some new blueprint actor to use on that socket in gameplay interactively, with also blueprint programing logic to get that in socket or get it out, interactively on button press. I was learning that from tutorial, but I used my object combination and put some effects with that for top.
Then I made partial exercise for line tracing by object channel to get result, but I prepared just one other actor on scene to be cought by this, that the same blueprint combination on scene too, but for this day is good, it is working, and I make to visualiser red trace line to it, when hit object detected. And on video is on scene and running and showing these interactions I prepared, with new made blueprints exercises, Wich I will improve for gamesene and play of course, I will probably put some magic effects on hit results interactively and some stream of effect on line vector towards the target, maybe on hit also recall actor, to make consequences on other actors or even different once, and sound effect. Plus to get her points for that and showing on the screen.
I have to say that I didn't practice much of programing before but enough to be good to progres faster now, I was anyway learning quite some that for some of times, not just basics.
Otherwise I was and staying on first place 3d designer artist, animator, and scene, environment artist, and arranger, plus with some advance knowledge of material shaders...
So I am adding more of programing knowledge to my skills progressively now.
That is for 3d and programing inside of Unreal engine.
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