
Duration 25h Project Files Included MP4
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Title: DoubleJump Academy – Game Destruction in Unreal Engine From Theory to Mastery
Info:
We all love to blow sh!t up. Name your favorite video game (we’ll wait). Probably a decent amount of explosions and destruction in that one, yes? Well, what if there was a workshop that not only allowed you to blow sh!t up, but it put YOU in the drivers seat and taught you how to art-direct those very explosions and destruction elements? Well, there is, and it’s taught by our very own Grayson Cotrell.
You all know Grayson from his massively popular “Houdini for Games in Unreal Engine” workshop. That very same dude will guide you through all the destruction you can handle. But not just any old destruction…REAL-TIME destruction! No more waiting hours, weeks, or months for simulations to cook. Nah, you want destruction, and you want it NOW! We got you.
And it’s not just explosions…but a multitude of deliciously different ways to destroy things. Break it down: rocket launchers, missiles, tornadoes, tanks, traffic cones, cinder blocks, tires, and so much more. You’ll tear through cloth, bend metal, turn walls into rubble, take down massive cooling towers, demolish houses, and spawn Chaos fields. I mean, what more can you want!?
This workshop is down-right fun!
WEEK 1
GUNS N’ STUFF!
What we will cover:
Lock and Load as we jump into our first week.
Dive into the core theory of game destruction.
Breath life into our Gun Model (included in workshop).
Project Structure and Requirements.
Projectile triggering systems.
Blueprint setup: pick-up, fire animation, spawn projectiles.FBX and VAT Destruction Pipelines.
Much more!
WEEK 2
ADVANCED PARTICLE SYSTEMS
What we will cover:
Dive deep into Niagara and particle systems and Blueprints.
Gun FX secondaries like mesh particles, sparks, streamers and smoke trails. Impact material decals. Chaos integration for reactive destruction.
WEEK 3
EXPLOSION, VDB’s, and SMOKE
What we will cover:
Anatomy of an explosion.
Houdini simulations. Transferring complex simulations from Houdini to Unreal. Axiom solver in Houdini. Looping smoke simulations. Bake explosion colors to texture fields. ZebraAI and export to Unreal. Update gun FX with simulations. Using card/sprite based explosions for efficiency and optimization.
WEEK 4
Chaos, Physics Assets, and Force Fields
What we will cover:
Let’s create some Unreal Chaos!
Mesh fracturing and clusteringAdding rebar and enhancing the look of our destruction.
Cosmetic meshes in Unreal. Interior material assignments. UV creation. Force Fields and more Blueprints goodness. Spawning Chaos Fields on projectile impact.Custom impulse fields and prop interactionsProp creation: traffic cones, cinder blocks, tires
WEEK 5
FBX ANIMATION PIPELINE
What we will cover:
+ and – of baked destruction.
Spawning particles at break points. Attaching trails to FBX bone chains. Advanced fracturing in Houdini.
Advanced destruction workflows. Planing a major set piece with Rigid Body Dynamics (RBD). Bullet Solver in Houdini
Prep for UnrealFBX file format and importing into Unreal Triggering animations and FX with Blueprints.
WEEK 6
DEBRIS, POLISHING, AND SCENE SETUP
What we will cover:
Building an environment in Unreal.
Begin final polish of your sequence. Working fast and efficiently in Unreal. Sequencer for camera cuts and story beats.
Use Blueprints to trigger VDB animations. Add secondaries FX to your destruction. Lighting, composition, and cinematic tone.
WEEK 7
CUSTOM PHYSICS BLUEPRINTS, RENDERING, AND GRADING
What we will cover:
Bring it all together in a badass cinematic sequence. Gain confidence in your rendering ability. Elevate your scene to the next-next level with color grading in Davinci Resolve. Sync VDB’s and physics with camera work. Ensure your FX read clearly on screen and support the action. Add subtle touches like: lens dirt, dynamic lighting tweaks, and LUT’s to complete the look.
WEEK 8
ADV. PHYSICS AND PROCEDURAL SETUP
What we will cover:
Push your Blueprints mastery even further. Blueprint driven run-time simulations. Real-time physics-based wire simulations that respond to collision and impulse. Procedurally generate wires. Take wires one step further and create dynamic rope systems. Apply collision, sag, and tension control procedurally. Advanced debugging techniques for real-time physics.
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http://alfafile.net/folder/GwyL
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