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VFX Specialism

Project Brief

At the beginning of this project, I had zero experience with VFX in Unreal Engine. My goal was to create a seamless scene showcasing a gameplay ability (meteor attack) in this case. I also did my best to maintain a visually pleasing environment by creating numerous VFX for the surroundings.

The Making of Portal

To make the portal I approached it procedurally by diving it up in to 3 parts. Outer Circle, Portal Middle and debris. To achieve particles going away from the center of the circle I used negative values in a "point attraction force" node this pushes particles away from centre and to achieve tentacle like particles going out I used a combination of "curl noise force" and to make it rotate a simple "vortex velocity" did the job drag node also helped me to control the speed of particles rotating and moving.

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Portal centre was quiet simple to make as it was just a mesh renderer with a circle from maya. I also created a custom material with a custom cube map from the second scene I have created 

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For the debris I modelled a very low poly rock in maya and then used it in a mesh renderer. A curl noise to randomise the behaviour of the rocks and a torus shape location to make the rock stick to a donut shape. I then added mesh orientation to rotate it in a circle and drag to control the speed. To finalise the effect I added a light renderer to every rock to illuminate their impact with the floor and the portal frame

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Meteor Ability

For the meteor ability, it was simply a combination of different effects that were carefully timed on the timeline inside of Niagara to make it look smooth. Because the purpose of this project was to create a cinematic, I didn't go to the lengths of implementing a button to use this ability, and it was done through the sequencer.

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I started off by creating the fire and smoke trail for the future meteor. I used a mesh renderer for the actual meteor and simply scaled a small rock to make it look like one. Then, I used an event handler to receive the position of the meteor and spawn the fire and smoke particles at that location. I also offset the meteor's position and added a gravity force to make it attract back to the point of origin.

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Upon impact, I simulated smoke dispersing in all directions over a short duration of time, along with a large fire explosion that sent debris flying in all directions. I also used an event handler to obtain the positions of the debris and attach smoke to them.

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In the end I spawned a decal at the location of meteor impact and some fire randomised on a place around the impact zone.

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For the animation I used an animation montage and created a looping animation of the ability cast using premade animations from the marketplace

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For this section I animatined the movement of fire by hand and keyframing every single frame. I was trying to make the niagara system to stick to the bones of the skeleton but i was unsuccessul with this and in result I had to animate by hand

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