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The Gnomon Workshop - Creating a Sci-fi Dome Barrier in Unreal Engine
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The Gnomon Workshop - Creating a Sci-fi Dome Barrier in Unreal Engine


在本进阶工作坊中,VFX 总监 Fabio Silva 揭示了用于为 AAA 级游戏制作电影级视觉特效的高端技术工作流程。 Fabio 曾为 Naughty Dog、Blizzard、Epic Games、Crytek、Guerrilla Games 和 Striking Distance Studios 等公司工作,他为中级到高级艺术家设计了本工作坊,在四个多小时的全面教学中,重点教授如何创建一个具有交互式反应的高科技科幻护盾系统。Fabio 将他作为三届 VES 奖得主的专业知识融入其中,帮助艺术家弥合复杂技术逻辑与高保真艺术性之间的差距。

工作坊的核心聚焦于 Unreal Engine 5,艺术家将学习如何构建一个复杂的、多阶段的球顶材质。Fabio 展示了如何掌握渲染目标设置,以创建一个能对外部撞击做出物理和视觉反应的屏障。他还深入讲解了用于投射物和爆炸的蓝图逻辑,涵盖了武器发射所需的所有逻辑,确保每一次交互都能被实时追踪和渲染。

为了达到专业级效果,Fabio 演示了如何使用 EmberGen 模拟并导出高保真逐帧动画序列(Flipbook),并将其与用于武器和护盾交互的 Niagara 粒子系统相集成。此外,他还展示了如何在 Substance Designer 中从头开始创建自定义的、经过优化的、适用于 VFX 的可平铺纹理。

除了教授 AAA 级标准工作流程外,Fabio 还分享了他关于研发、流程优化以及在现代游戏引擎技术限制下优先考虑视觉冲击力的关键行业见解。通过本工作坊的学习,艺术家将掌握为次世代开发所需的交互式视觉特效系统的创建艺术。

可下载的项目文件包括: 可平铺纹理和笔刷,以及用于球顶的网格。

时长: 3 小时 57 分 32 秒

格式: HD 1920×1080

high.jpg

In this advanced workshop, VFX Director Fabio Silva reveals the high‑end technical workflows used to create cinematic visual effects for AAA titles. Having worked for Naughty Dog, Blizzard, Epic Games, Crytek, Guerrilla Games, and Striking Distance Studios, Fabio has designed this workshop for intermediate‑ to advanced‑level artists, focusing on teaching how to create a reactive, high‑tech sci‑fi shield system over four hours of comprehensive instruction. Fabio brings his expertise as a three‑time VES Award winner to help artists bridge the gap between complex technical logic and high‑fidelity artistry.

The core of the workshop focuses on Unreal Engine 5, where artists will learn how to construct a sophisticated, multi‑stage Dome Material. Fabio shows how to master Render Target setup to create a barrier that physically and visually reacts to external impacts. He also dives deep into Blueprint logic for projectiles and explosions, covering all the logic required for the weapon to fire them, ensuring every interaction is tracked and rendered in real time.

To achieve professional results, Fabio demonstrates how to use EmberGen to simulate and export high‑fidelity flipbooks, integrated with Niagara Particle Systems for weapon and shield interactions. Additionally, he shows how to create custom, optimized, VFX‑tileable textures from scratch in Substance Designer.

As well as teaching AAA‑standard workflows, Fabio shares his critical industry insights into R&D, pipeline optimization, and prioritizing visual impact within the technical constraints of a modern game engine. By the end of this workshop, artists will have mastered the art of creating reactive visual effects systems required for next‑generation development.

Downloadable project files include: Tileable textures and brushes, as well as the mesh used for the dome.

Duration: 3h 57m 32s

Format: HD 1920×1080


描述:

标签: UE Unreal Engine 引擎 教程 场景 特效
分类:教程 > 3D教程 > Unreal Engine
发布:CGer | 查看: | 发表时间:2026/6/2 21:13:53 | 更新时间:2026/6/2 21:16:43

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