Free stylized assets pack. Posts Latest Activity. Page of 1. Filtered by:. Previous template Next. Hey, Me and my team would love to share a free stylized assets pack from our game that we've made for Epic MegaJam - The Isle of Giants.
This pack contains 80 meshes some of them animated, including skinned character with default Unreal Engine rig19 particle systems and many more materials and textures. Gameplay video so you can see what you're downloading :. Last edited by Alexander Paschall ;PM. Reason: restored. Gameplay programmer Techland by day Programmer Fireline Games at night. Tags: None. This is really awesome thank you! Comment Post Cancel. This will be really helpful while getting a environment together! Cheers Fireline!
This doesn't come with the character blueprint does it? I was really curious how you did your combat. It was defiantly one of the more fun games during the jam! Too bad the non-commercial license requirement prevents the assets from being used in ad-supported free-to-play indie games on mobile platforms, but thanks nonetheless. Holy shiaaat, this is amazing.Stylized flamethrower - Unreal Engine Niagara Tutorial
Thank you very much. Last edited by Theololz ;AM. Is it alright with you if I use some of the assets in the pack for a school assignment? Andrew Bedier. Originally posted by Ludwig44 View Post.
Game Designer Masked Pharaohs. I just realized that I won't be able to use the characters though they didn't come with any animations and I don't think you can add any to them.
I am a one man game maker, just request, could you release this assets for use commercial? Small Indie makers need more authentic graphic assets like this, cuz we can make all the game assets, If we make something great and have profit we could donate something for the game world like you've done. Really really nice work! Love the story, art and gameplay.
EpicForum Style. Yes No. OK Cancel.Posts Latest Activity. Page of 1. Filtered by:. Previous template Next. I think the title is self-explanatory but I used Blender to make a Fire and Smoke Simulation and render two tile sets with that, So i setup it in the UE4 Particle System with some more ember particles and that's what i got.
First use of a Particle System and First time using Blender Simulation, so it was a very good study for me. Hope you like it. Tags: None. Your fire got the right shape and motion, Your smoke doesn't look good enough both shape and quality.
It looks way too repetitive and motionless almost. I even notice some flickering between your smoke going back and forth, Your embers look like glowing globes more than embers. I understand that you just started though with the sims so let me give you a quick tip about smoke on sims. Do only a puff of smoke that lasts for 30 to 64 frames to frames the more frames the higher the smoke texture size.
For a frame smoke i would go up to tops, Normally would be enough though depending on the scale, In UE4 try to give the smoke some random rotation and some constant rotation, Should make it look better. Comment Post Cancel. Originally posted by Monu29 View Post. Originally posted by Crow87 View Post. Not OP, but if you use Photoshop, you can use the Contact Sheet automation to quickly create a texture atlas from rendered frames. Edwin Animates. EpicForum Style.
Yes No.How would I go about making stylized fire like in Kung Fu Panda 2? Posts Latest Activity. Page of 1. Filtered by:. Previous template Next.
Any help would be appreciated!
Unreal Engine 4 Particle Systems Tutorial
Tags: None. Animate masks along a texture and do an overlap operation to create the final mask. It looks like several hard edged shapes being used to mask a flame shader. Last edited by Antidamage ;AM. Comment Post Cancel. Originally posted by Antidamage View Post. Yeah, a lot like that. If you use two groups of particles as a custom stencil and do it in post-processing it should look good. Take a look at this presentation - should give you some good pointers.
Antidamage I'd like to thank you by the way for the quick and helpful replies, really appreciate it. Do you have a second particle effect to form the actual area of fire? Set one of them to stencil buffer 1 and turn on "Render custom depth" in the emitter.
Then do the same for the other emitter but give it stencil buffer 2. Then search for stencil buffer in your project settings and turn everything on. From there I'm not totally sure. You can get the shape of both particles from the stencil buffers in a post-processing material and just draw glowy fire colours on to it, but you're also going to have to wipe out the original particles themselves. Hiding them might work but you want to maintain the stencil buffers somehow.
A bit late to the party but I'm doing something like this right now.Particle systems are a key component to visual effects. They allow artists to easily create effects such as explosions, smoke and rain.
Unreal Engine 4 has a robust and easy-to-use system to create particle effects called Cascade. This system allows you to create modular effects and easily control particle behaviour.
Download the starter project and unzip it. Navigate to the project folder and open SpaceshipBattle. Press Play to start the game. Hold left-click to shoot and use WAS and D to move around. In this tutorial, you will create two particle effects. To create these, you will use particle systems. As its name suggests, a particle system is a system to create and manage particles. A particle is basically a point in space. Using particle systems, you can control the appearance and behaviour of the particle.
Particle systems consist of one or more components called emitters. These are responsible for spawning particles. Emitters also have components called modules. Modules control specific properties of the particles spawned by the emitter.
For example, the material and initial velocity of a particle. In the example below, two modules are used to give each particle a red circle material and random velocity. The Required module contains necessary properties such as particle material and emitter duration. Every emitter must have a Required module. Go back to the main editor and navigate to the Blueprints folder.
To use a particle system, you can use a Particle System component. Create one and rename it to ThrusterParticles.
Unreal Engine 4 Particle Systems Tutorial
Make sure you attach it to the Collision component. To specify a particle system, go to the Details panel and locate the Particles section. Next, set the Location of ThrusterParticles to0, 0.
This will place it behind the ship. Finally, set the Rotation to 0, 90, 0. This will orient the particle system so that the particles move away from the ship.
Click Compile and then go back to the main editor. Press Play to see the particle system in effect. The particle system is working but the particles move a bit too slowly and are very small. First, you will set the initial velocity of the particles.
To move the particles away from the ship at a faster speed, all you need to do is increase the Z velocity.
Set Min Z to and Max Z to Select the Initial Size module and then go to the Details panel. Like the Initial Velocity module, Initial Size also has a minimum and maximum range.Key Particle Concepts. Particle System Reference. VFX Optimization Guide. Particle Lights.
Vector Field Modules. Rarely do particles alone handle the job of a special effect. In most cases, you will need to combine particles, lights, sounds, and other elements to achieve your goal. This example shows how a Blueprint can be created in order to combine a Particle System with a light and sound effect.
The effect is a simple Blueprint Class deriving from Actor. It contains the following Components:. We use a Timeline node to animate the brightness of the Light Component to cause the visible illumination of the flash. Since the Particle System is set up to only fire a single burst, we get a nice single "pop" of particles that coincides beautifully with the light and sound. We're working on lots of new features including a feedback system so you can tell us how we are doing.
It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.
Unreal Engine 4. See Also. Select Skin. Welcome to the new Unreal Engine 4 Documentation site! We'll be sure to let you know when the new system is up and running. Post Feedback.It was awesome! In the conference center I found the longest door-opener-thingie ever. Hanging around with Corentin. Hanging around with Tom. He draws super-cool stuff! Hanging around with Olivier. Photo Source. This picture shows how the material network looks like:. Two guys asked me for help with their material- and particle-setup.
I created two little videos for them using their assets as example. The first video goes about the fire material and how to set it up correctly on the example on Brandons material :. And LuBu uses the fire-approach for these really cool fire-trails! Oh and someone asked about how to avoid the linear vertex-color-transition. I made a little example for that:. Here you can see how the edge is modified by an Unreal material.
At the top you see the original linear transition. This gets modified by some nodes. Update 10 Another super-cool fire! This time from James Broderick! Normal Source: Romain Durand. The Showdown Effect. More interesting are the diffuse textures. But the structure of the alpha is not randomly painted. It fits perfectly well to the normal-map! My guess: They used a sculpting-program to create the normal-map and then rendered out a height-map of the same sculpted geometry.
This serves as a perfect alpha-fade mask.
On the right you can see the version where everything fits:. As you can see, when everything fits together, the impression of volume is preserved even during the fading-out. On the left the fading happens with a alpha channel which does not fit to the normal-map which destroys the illusion of volume:.
Update 15 MathsGameArt just released a very detailed tutorial about making a stylized cascade with water-ripples in Unity. Update 16 Alex Vinogradov gives the world this great break-down of the stylized water-foam. Update 17 The C.Stylized Fire Effect. Posts Latest Activity. Page of 1. Filtered by:. Previous template Next. Stylized Fire EffectAM. Hi, Just wanted to share a particle render I have been trying to get over the past couple of days.
Basically the particle system utilizes two emitters, the emitters have random shared seed initial location, velocity and lifetime, where the yellow particles fade out earlier than the orange ones. The challenge was to render the yellow particle over the orange particle regardless of the camera distance of the particles.
This was achieved buy multiplying the alpha of the particle with the distance filed and feeding it to the Opacity, I really don't know why and how it works. Tags: in progressparticle fxrendervfx. Bill Kladis. Hey Yousef! I really enjoy the simplified shapes and colors. Don't be afraid to try secondary elements such as stretching the particles on Y the faster they move.
I think part of what sells an effect that is so heavily stylized is the motion.
I wonder if getting more upward motion instead of going outward would help sell this as fire more? You can always give it fast acceleration on Z as well so they seem to flee even faster as time goes on. Keep it up! Comment Post Cancel. EpicForum Style. Yes No.