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Element Absorber Weapon VFX

Element Absorber Gun. Weapon modelled and rigged in Blender. Blueprint scripting, particle systems and shaders done in Unreal Engine 4. The cable / tube material uses if and step logic to deide which colors and texture to render. I control the fill value plugged to the step node using a timeline. I set the color dynamically using a switch on enum element type in blueprints. The beam effect uses beam data, source and target to user set, and then I set target and source point in blueprint. The muzzle flash is a separate particle system. The beam source point follows along if the camera rotates (so that it doesnt float free in the air). Camera shakes added to enhance the effect.

Element Absorber Gun . Result in editor. From my free time project #OneMoreExperiment_Game.

DOWNLOAD THE GAME:
https://gamejolt.com/games/onemoreexperiment_game/398898

MY PORTFOLIO:
https://www.robinandblom.com/

Result in game!

Blender Model & Rig

Blender Model & Rig

Blender Rig Skeleton

Blender Rig Skeleton

Blender Model & Rig (See through)

Blender Model & Rig (See through)

Model in Unreal with materials

Model in Unreal with materials

Liquid Tubes Material. Uses if and step logic to deide which colors and texture to render. I control the fill value plugged to the step node using a timeline. I set the color dynamically using a switch on enum element type in bps

Liquid Tubes Material. Uses if and step logic to deide which colors and texture to render. I control the fill value plugged to the step node using a timeline. I set the color dynamically using a switch on enum element type in bps

Laser beam - Particle system

Laser beam - Particle system

Source point set to "User Set"

Source point set to "User Set"

Target point set to "User Set"

Target point set to "User Set"

Target point set in the weapon blueprint

Target point set in the weapon blueprint

Liquid material in the tubes/ cables filling using a timeline and material parameter fill. I use a switch on to set the color & texture of the material, depending on the traced hit element type.

Liquid material in the tubes/ cables filling using a timeline and material parameter fill. I use a switch on to set the color & texture of the material, depending on the traced hit element type.

Muzzle Flash particle system

Muzzle Flash particle system