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Aashish
India
Приєднався 19 чер 2017
I am a Game Artist by Profession and currently sharing my VFX works, Behind the Scenes, and sometimes Tutorials too.
If you want any particular video tutorial or series of tutorials or any particular effect don't hesitate to reach out to me at aashish.0713@gmail.com
I have a plan to do this full-time and create more Effects. So kindly show your support by subscribing for now.
If you want any particular video tutorial or series of tutorials or any particular effect don't hesitate to reach out to me at aashish.0713@gmail.com
I have a plan to do this full-time and create more Effects. So kindly show your support by subscribing for now.
Realistic VFX Showcase (Part 1) | Unreal Engine 5.4 | Realtime VFX
This is an ongoing project where I tasked myself to explore Realistic VFX in games. There are mostly inspired by my favourite games and to name a few Helldivers 2, Last of Us, Uncharted, Far Cry, RDR2 and many more but the main challenge was to create a full Gameplay Ability System where I can change the weapons and fire projectiles, bullets and flames and everything which I add in future.
Learning to make a Full Playable Character in Blueprints and driving it through Custom Inputs and Animation was a task in itself. Moreover I learnt how to use MetaSounds.This was an self learning project to give myself time and idea of how unreal engine is working as a whole for a gaming perspective and now I am planning this on a bigger scale which you can check the WIP on the link provided below.
Check Breakdown on Artstation here - www.artstation.com/artwork/YGJVQw
Part 02 will be live soon .
Check here for more details - open.codecks.io/aashish/decks/6-realtime-vfx/card/114-realtime-vfx-exploration-part-2
Join my Discord Community Here - discord.gg/JD473Dn3RF
aashishbharunt.notion.site/Ash-s-GameDev-Directory-12d35ec311708045b2b1e92432e9211d
Socials where you can follow or see my work or support me if you like -
Artstation - www.artstation.com/aashishbharunt
LinkedIn - www.linkedin.com/in/aashishbharunt/
Fiverr - www.fiverr.com/s/wExWrg
Patreon - patreon.com/aashishbharunt
Check what is planned for my UA-cam and what I am working on currently here - open.codecks.io/aashish
Learning to make a Full Playable Character in Blueprints and driving it through Custom Inputs and Animation was a task in itself. Moreover I learnt how to use MetaSounds.This was an self learning project to give myself time and idea of how unreal engine is working as a whole for a gaming perspective and now I am planning this on a bigger scale which you can check the WIP on the link provided below.
Check Breakdown on Artstation here - www.artstation.com/artwork/YGJVQw
Part 02 will be live soon .
Check here for more details - open.codecks.io/aashish/decks/6-realtime-vfx/card/114-realtime-vfx-exploration-part-2
Join my Discord Community Here - discord.gg/JD473Dn3RF
aashishbharunt.notion.site/Ash-s-GameDev-Directory-12d35ec311708045b2b1e92432e9211d
Socials where you can follow or see my work or support me if you like -
Artstation - www.artstation.com/aashishbharunt
LinkedIn - www.linkedin.com/in/aashishbharunt/
Fiverr - www.fiverr.com/s/wExWrg
Patreon - patreon.com/aashishbharunt
Check what is planned for my UA-cam and what I am working on currently here - open.codecks.io/aashish
Переглядів: 33
Відео
GameDev Resources, Discord Community Announcement and much more
Переглядів 3712 годин тому
Join my Discord Community Here - discord.gg/JD473Dn3RF Check the Game Dev Directory Here - aashishbharunt.notion.site/Ash-s-GameDev-Directory-12d35ec311708045b2b1e92432e9211d Socials where you can follow or see my work or support me if you like - Artstation - www.artstation.com/aashishbharunt LinkedIn - www.linkedin.com/in/aashishbharunt/ Fiverr - www.fiverr.com/s/wExWrg Patreon - patreon.com/a...
How to set your own Game Mode and Custom Input System in Unreal Engine 5.4 | Game Design
Переглядів 34814 днів тому
This is a long format I am trying. Comment and Let me know how is the explanation or anything which can be done better. Let me know if you have any suggestions or ideas or if anything else you wanna know or want me to experiment with. I am Open to new ideas and building a community around the people of same interests. Your support means the world to me. I plan on doing this full-time and would ...
Work in Progress | Realistic VFX Exploration with Gameplay Ability | Unreal Engine 5.4
Переглядів 22021 день тому
This is Work in progress of what I am doing right now. There are still many fixes and things to add but just wanted to put a WIP out there for more suggestions, ideas and feedback. If you like anything for me to add I will do it as I am enjoying this process. I am sharing more WIP and stuff on my discord and doing more fun stuff so feel free to join with below links. Join my Discord Community H...
ART IS EXPLOSION | Realtime VFX | Unreal Engine 5.4
Переглядів 191Місяць тому
I love Explosions so much that I am doing a full R&D on Realistic VFX in Games. This is a sneak peak into one of the effect, Flipbook from houdini Let me know if you have any suggestions or ideas or if anything else you wanna know or want me to experiment with. I am Open to new ideas and building a community around the people of same interests. Your support means the world to me. I plan on doin...
Realtime VFX Showreel Mid 2024 | Unreal Engine 5
Переглядів 449Місяць тому
This is the collection of VFX I did in past few months. Check out the channel for more breakdowns and and technical tutorials. *I will start sharing my files soon so keep an eye for that* Let me know if you have any suggestions or ideas or if anything else you wanna know or want me to experiment with. I am Open to new ideas and building a community around the people of same interests. Your supp...
Lightning Ground Crack VFX | Realtime VFX | Unreal Engine 5.4 | Download FIles Available
Переглядів 247Місяць тому
This is the latest R&D Project I was doing recently, and I love how it came out. Check Artstation for breakdown and more stuff. www.artstation.com/artwork/bggKOm Download Files here - www.patreon.com/aashishbharunt/shop/lightning-ground-strike-in-unreal-engine-518923?source=storefront Let me know if you have any suggestions or ideas or if anything else you wanna know or want me to experiment wi...
Quick Tips to Control your Niagara System in Sequencer | Realtime VFX | Unreal Engine 5.4
Переглядів 113Місяць тому
This video is regarding how can you set up your Niagara System for the first time in Sequencer. Let me know if you have any suggestions or ideas or if anything else you wanna know or want me to experiment with. I am Open to new ideas and building a community around the people of same interests. Will Try to Improve the Voice Quality in the next video. I have changed places and still setting thin...
How to Set Custom Positions for Ribbons in Niagara using Scratch Pad | Unreal Engine 5.3 | Realtime
Переглядів 1702 місяці тому
I was experimenting with ribbons for a particular effect and found this logic worked for me. Let me know if you have any doubts I realized I had a few videos of Ribbons in Niagara I will probably combine all of them and create an Artstation Post so it can be in a single place. Your support means the world to me. I plan on doing this full-time and would love to do the same so subscribe and share...
How to use PreFractured Mesh from Houdini in Niagara | Unreal Engine 5.3 | Realtime VFX
Переглядів 1983 місяці тому
I was recently testing some VAT from Houdini when I learned about this method. It might be useful to you if you have some predefined fracture objects from any other DCC App and you want individual pieces to be able to move in Niagara. This is just a basic implementation, but you can build up on things using Mesh Indexs, give forces, and use Scratch Pads. The possibilities are endless. Your supp...
Poisonous Meteor Strike | Realtime VFX | Unreal Engine 5.4 | Download Files Available
Переглядів 1843 місяці тому
I like where it is now. I will probably revisit this sometime later. But this is the final version for now.(Final_Final_v10 ;) ) Download Files here - www.patreon.com/aashishbharunt/shop/meteor-strike-vfx-in-unreal-engine-5-4-516766?source=storefront Subscribe to Keep Yourself Updated. Socials where you can follow or see my work - Instagram - artimedly Fiverr - www.fiverr.com/s/w...
More Poisonous Meteors from the Sky ! Realtime VFX | Unreal Engine 5.4
Переглядів 1403 місяці тому
Currently in Progress. I changed the timing for a few layers and added more, testing new camera animations. Will update the sound soon. Adding a lot more stuff to this. You can give suggestions on adding or removing things to this effect. Subscribe to Keep yourself updated. Socials where you can follow or see my work - Instagram - artimedly Fiverr - www.fiverr.com/s/wExWrg Artsta...
Using UV Sets (UV0 and UV1) in Niagara | Unreal Engine 5.3 | Realtime VFX
Переглядів 1613 місяці тому
I have been searching for this method for a long time instead of using dynamic parameters to control things over the length of the ribbons. We can use this method for many more things including changing the emissive values or adding more layers or complexity using tiling textures and manipulating them. Jordan Hey's Blog helped me understand things with Ribbon so thanks to that. Though mainly it...
WIP_ MeteorShower | RealtimeVFX | Unreal Engine
Переглядів 1424 місяці тому
Currently in Progress. Adding a lot more stuff soon on this. You can give suggestions on adding or removing things to this effect. Socials where you can follow or see my work - Instagram - artimedly Fiverr - www.fiverr.com/s/wExWrg Artstation - www.artstation.com/aashishbharunt LinkedIn - www.linkedin.com/in/aashishbharunt/
Using Random Values per Ribbon basis in Niagara | Unreal Engine 5.3 | Realtime VFX
Переглядів 2185 місяців тому
Using Random Values per Ribbon basis in Niagara | Unreal Engine 5.3 | Realtime VFX
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nice bro 🤩
Thank you ☺️✨
nice 👏
Thank you✨🔥
If the forward axis is x, then why the input 'W' (1,0) should be swizzled? Isn't the sizzling results in (0,1) which seems to be lateral not forward?
That depends on the game. Most of them are done like this only mainly because when you put controller bindings also to the input mapping. 1. Because if you move the controller's stick up and down it give values in Y axis(-1 to 1) and if left and right it give values in X axis (-1 to 1). Hence to match with that I put the Y (0,1) values in W and S and X (1,0)values in A and D. 2.Though it is very easy to change, just @22:33 multiply the correct action value to forward and right input vecotrs and you will get what you need. 3. For me understanding this was a issue also at starting but this trick helped , if you imagine a 2d axis graph laid out on keyboard you will get X (horizontal axis) as A and D and Y (vertical axis) as W and S so you supply those Y values to forward movement which is W and X values to lateral movement which is A and D. 4. In Input Mapping swizzling is not to be confused with direction axis it is just a 2d vector giving out a value. we just want a particular Input binding to give values in a different component of 2D vector. because one component lets take X can be assigned to only one Input at a time like A and if we negate it then we assign it to D. so now I cant assign this X component value to W and S right and if we do then our player will move in diagonal direction . Hope this helps.
@ so it is about the competing conventions. Thanks for the clarification.
@@RVVNNT Yes. You're welcome.☺☺
Is there possible to make a "radial burst" of those pieces? For example I have a pre-fractured sphere (10 pieces) and I want all of them to burst like a radial force from center ... I tried with velocity from point but the pieces are going in random direction and looks wierd. Any help is welcome. Thank you!
Yes It is possible. But I generally wont go by this method if I want a radial burst because there are many calculations involved and I haven't tried it yet. But I can explain the logic and flaws in this method which I shared. - Right now when we are importing meshes they come with a offset to their original position, that means their pivot is always at the (0,0,0) but there position is somewhere else. So when you apply any forces like rotation or give velocity they will rotate around that pivot or move around from that pivot itself. That will cause their rotation or collision or any movement to be weird. - to fix this you have to make a Scratch pad and find the centroid of each meshes and transform to (0,0,0) in local space which will move all the meshes to centre by default so you have to set this step in a simulation stage. - to do this you just have to get the mesh dimensions divide them by 2 and you will get the centre point and then subtract this vector by the original position and then this will be your new position. but beware you have to get each mesh index dimension manually as I couldn't get those inside Scratch pad or in the Niagara Emitter Stack, and that is a lot of manual work which I generally wont do until that is last option. - you can find the mesh dimensions in Static Mesh Editor on the left hand side in viewport. - other methods are using Chaos Physics, you have an option to import the pre-fractured mesh and use that as physics object and many kind of forces are available including a radial burst. - another option is Using VAT's. you can import the whole simulation from another DCC app as textures and use as a VAT object . only downside is it will always be the same. i.e. no randomness.
@@aashishbharunt Many thanks for your reply! Unfortunately I'm not very familiar with Scratch pad or Chaos Physics, but I'll give it a try. The only method that worked for me so far was a simulation in Blender and exporting as an .abc (Alembic) file and controlled with blueprints, but I don't know if this is a good approach or not.
@@RecUnderground no approaches are good or bad. totally depends upon what your need is and what game requires. there's always room for improvement. you will like chaos and they have good tutorials and reference files on their website give it a try. VAT might come with lot of debugging as there is always some issue when you set it up for first time. Now I am thinking to make one basic chaos physics tutorial too.
@@aashishbharuntI just spent some time with a few chaos tutorials and seems pretty good! What I want actually is a glass shield sphere that cracks in 5-10 pieces when the player gets a hit from an enemy. I can't wait for your chaos physics tutorial. You earned my sub!
@@RecUnderground that is an intresting mechanic. let me know if you face any issue in chaos I will gladly help. And it means a lot. Thanks for susbscribing.🙏🙏
Most satisfying explosion sounds ever!
Haha. Thank you. These are free sounds from Pixabay. Still in WIP. I am trying to add more layers and randomness to it
This is EXACTLY the solution i was searching for everywhere to try and fix my ribbons, you rock!
Glad, I could help. 🔥🤗
Great work! Working with you is always great fun Aashish!
Thank you so much bhai🌻✨✨🤝
Thank you. And how to turn the emitter itself in the system by 90 degrees so that it does not lie on its side in Niagara
I didn’t quite get what you asked? You want the whole emitter as in all the pieces to be turned 90 degrees ? or something else?
@@aashishbharunt yes. emitter as in all the pieces to be turned 90 degrees
You can use Initial Mesh Orientation Module and instead of Random use Orient to Vector. Let me know if this works for you or not.
This looks great in your video, but for some weird reason I can't get random colors when I try it. I've been through your video several times, and my setup looks exactly the same. Any ideas of what I could try? EDIT: Oh nevermind, it works! Thank you for the tutorial!
What I can't figure out is how to randomly offset a tiling texture on a ribbon... using a dynamic parameter and setting it to a random value in the Niagara emitter just messes up the texture scaling.
ua-cam.com/video/E_VxkJvj6eY/v-deo.html Check this out. I did it here for color but we can do it for texture offset also. This method works for me but instead of acquire tag use Particles ID Index in the seed and in Niagara ID use RibbonID. Let me know if this works for you or not.
@@aashishbharunt Thank you, I'll give it a try!
Thank you so much for this!
Glad I could help☺️
Thanks!!
Bro how do u earn money by freelance, like what skills you offer?
You are asking in general or about me? Because I am not doing freelance right now. I am a full time employee at Technicolor Games.
@@aashishbharunt can i learn game development from udemy and get a job? or start freelacning ?
You can learn from UA-cam also, but particular courses are also helpful. Learning never stops. For job I guess every company has different asks for the role, and it mostly depends on your showreel and the kind of stuff you do after learning. I am also learning game dev right now and I try to make things and implement in the engine and then if i am stuck at some place I search for a solution. That way I learn and remember better instead of learning everything at one go. It takes time but eventually will get there. For freelancing I guess fiverr works but that completely depends again on your work.
@@aashishbharunt thank u bro 🔥
Will there a be a tutorial for this?
Why not, but I was thinking to start tutorials for VFX a little late when more people want it. Though I will post a breakdown on Artstation for sure.😊
Hey bro while using niagar Or fx effects from marketplace in sequence my unreal Engine crashes! While rendering, plz help!!
I haven’t faced this issue, but I guess you can talk or reach out to the people who uploaded those effects on marketplace. Most of them are pretty helpful.
Awesome demo. Do you know if the fractured chunks can be interacted with using physics objects in unreal engine?
Thank you. ☺️ As this VAT simulations are driven by textures so I guess No you wont be able to interact with other physics objects but there is an alternative way. - we can export point data of the simulation from Houdini or any DCC from where you are exporting VAT as a JSON file and use that data to trigger various things or interact with other objects using those bounds. But I haven't explored that part yet, so I don't know much about it. But I have seen this here, so I guess it works - ua-cam.com/video/k4yq9h_fXUM/v-deo.html
Very good tips, please more!
Thank You so Much. Means a lot to me and yes will keep doing it.
That’s really cool bro
Thank you 🙌✌️
Super useful! Please continue
Thank you so much 😊😊
@@aashishbharunt You’re welcome, i just started studying VFX some months ago and i am trying to find resources to improve. These videos are useful because i can come back when i don’t remember something
Exactly the reason why I started, so I could come back and see again for myself also. Anyway that’s great that you are finding this useful. Feel free to give any suggestions or any help you want. You can contact me on any socials I have provided in the description.
I bet you can't fire those rockets from that sphere while it's moving and hit that same sphere again shortly after. If you succeed, let me know how you did it. xD
That would be interesting to figure out. I haven’t tried it but yes I will surely try.🙌
Nice
Thank you✨😌
Please continue, good work!
Thank You.
tutorial?
I have planned it for sure. Just busy with some projects. Keep an eye out for it.
NICE !
Thank you🙌
Big fan sir
🔥🔥
Thank you bhai🙌🙌☺
Aesthetic ❤️❤️❤️
THANKS💫💫💞
Wahhh 🤘🤘🤘🤘
THANK YOU BROTHER💫🙌🙌