It took me some spare time to learn how a sound visualizer works, and implement a custom beat detector in c++. The beat detector part is fairly technical, so i'll skip (the core idea is to detect the onset signals). The rest parts are generated in realtime with Niagara. Im using UE4.25, the new Audio Spectrum and…
Been a while since posting on here, after working on the rig I've been approaching the vfx for the game. I'm not well versed in the unreal niagara system though it was actually really fun and interesting to learn through the process. Might be working on understanding more about the fx in the summer break. I did the fx for…
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Ran into some issues and was worried I wasn't gonna finish in time, but here's the finished piece! Brought it into Unreal to render. Added the particles with niagara and the glow with a emissive/opacity material. Probably the most complex prop I've done, do I'm really happy with how it turned out
@Bolovorix My first attempt will be to paint the FX and animate an offset in the UVs - very WoW like, and that looks like what it's happening for some FX in Darksiders too. If I'm unable to achieve a satisfying result, I may resort to Niagara as I will be rendering in UE.
Fair bit of an update, worked on a few of the textures and assets, made a first pass on the smoke vfx, first time using Niagara so it's a relatively simple setup for now!
Update! I've created a secondary, and a third presentation scenario within Unreal Engine V with the focus being on creating several alternate types of renders for vehicles that one could come across on ArtStation. The first render scenario was based on feedback from a friend of mine: Will Greenwood (Cloud Imperium Games)…