Current Chapter: Chapter 1 - Introduction to the Series
Up Next: Chapter 2 - Key Concepts Matinee

VFX and Cinematics in UDK

In this course, we take you through the process of setting up a complex - but visually stimulating - particle system that warps a character in through a teleportation device, as well as an amazing look at "phasing" the character in to view! We'll look at creating the holographic projections you see in the scene, adding texture and distortion to the sequence, and then wrap up the series with an in-depth look at setting up a basic render and animating the camera and lights so that you can make your very own cut-scenes and cinematics!

Chapter 1 - Introduction to the Series
00:21
Chapter 2 - Key Concepts Matinee
16:29
Chapter 3 - Floating Dust Particles
08:50
Chapter 4 - Projector Rays
13:23
Chapter 5 - Projector Rays Material
17:52
Chapter 6 - Projector Rays Cascade Implementation
09:59
Chapter 7 - Tech Material
18:17
Chapter 8 - Background Tech Rings
11:47
Chapter 9 - Holographic Startup Projections
19:29
Chapter 10 - Key Concepts Screen Position
03:13
Chapter 11 - Icosahedron Material
12:04
Chapter 12 - Icosahedron Particle Elements
20:02
Chapter 13 - Final Particle Touches
07:11
Chapter 1 - Introduction and Material Rundown
00:23
Chapter 2 - Key Concepts IF Expression
09:32
Chapter 3 - Stage 1 IF Expression
13:54
Chapter 4 - Key Concepts Material Instance Actors
08:35
Chapter 5 - Animating the Fresnel
04:01
Chapter 6 - Key Concepts Scene Texture and Distortion
14:00
Chapter 7 - Adding Scene Texture and Distortion
13:00
Chapter 8 - Stage 2 IF
17:29
Chapter 9 - Scanlines and Edge Bending
06:10
Chapter 10 - Warping in the In-Game Model
16:49
Chapter 1 - Introduction
00:40
Chapter 2 - Camera Animation and Director Group
08:48
Chapter 3 - Animating the Cameras
13:23
Chapter 4 - Animating Lights
14:25
Chapter 5 - Dust Particles and Post Process Tweaks
09:41
Chapter 6 - Final Tweaks and Preperation
10:40
Chapter 7 - Kismet Preparation and Video Rendering
06:02

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