Basic Rifle Impact Effects

Multiple rifle impact effects as well as 2 rifle firing effects, with muzzle flash and ejected shell casing.
3 hand-painted blood splatters
Dirt Impact
Concrete Impact
Metal Impact
Grass Impact
Water Impact
Generic muzzle flash with ejected casing
Birdcage muzzle flash with ejected casing
Effects example content map & Unreal example rifle used; shell casing original.
Original impact (metal) & generic muzzle flash made for Fabio Silva's Fall 2018 CGMA course "Visual Effects for Games", other impact effects and birdcage muzzle flash made as a follow up to test/demonstrate my ability.

UE4 Rifle Effects

UE4 Rifle Effects (Player View)

Blood spurt. High velocity and low velocity hand painted blood slashes and a red mist.

Blood spurt. High velocity and low velocity hand painted blood slashes and a red mist.

Dirt impact. High velocity cloud, low velocity cloud, and high & low velocity debris.

Dirt impact. High velocity cloud, low velocity cloud, and high & low velocity debris.

Metal impact. High velocity sparks, low velocity (bouncing) sparks, ricochet, impact flash, and smoke puff.

Metal impact. High velocity sparks, low velocity (bouncing) sparks, ricochet, impact flash, and smoke puff.

Concrete Impact. Sparks, high velocity debris, large (bouncing) debris, dust cloud.

Concrete Impact. Sparks, high velocity debris, large (bouncing) debris, dust cloud.

Grass impact. High and low velocity grass blades, small debris, high and low velocity dust clouds.

Grass impact. High and low velocity grass blades, small debris, high and low velocity dust clouds.

Bird cage muzzle flash with shell ejection recorded at 120 frames and played back at 30 frames. Only one material is used for the shape of the flash with multiple emitters making use of particle scale and emitter rotation.

Bird cage muzzle flash with shell ejection recorded at 120 frames and played back at 30 frames. Only one material is used for the shape of the flash with multiple emitters making use of particle scale and emitter rotation.

Here's a graph of the Blueprint I set up to shoot the sphere. Target sphere is at scene root and the the shot source is a small offset sphere. Random XYZ spread on line trace start and end combined with the sphere target shows effect from multiple angles.

Here's a graph of the Blueprint I set up to shoot the sphere. Target sphere is at scene root and the the shot source is a small offset sphere. Random XYZ spread on line trace start and end combined with the sphere target shows effect from multiple angles.

Blood splash with flow map at erosion in previewer.

Blood splash with flow map at erosion in previewer.

Alternate blood splash with flow map at erosion in previewer.

Alternate blood splash with flow map at erosion in previewer.

Alternate blood splash with flow map at erosion in previewer.

Alternate blood splash with flow map at erosion in previewer.