Published 2/2023
MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz
Language: English | Size: 11.39 GB | Duration: 12h 21m
Create amazing landscapes, and versatile materials, using UE5 to further your game development.
What you’ll learn
The basics of Unreal Engine, its tools and navigation.
How to create high quality environments quickly.
How to optimize your scenes.
How to render and present your work.
To be able to use the shader graph effectively, and to make custom materials.
Requirements
No programming needed, no experience in Unreal Engine needed, basic understanding of game development, basic knowledge of 3D modeling
Description
Learning Unreal Engine can be difficult. Especially when you don’t know what to even look for in order to learn. So I put together a course that will guide you from a beginners level, all the way to advanced topics. Not only to teach you, but to give you direction on what you may be interested in studying further.I’ll show you custom materials for trees. And how to create effects like waterfalls. I’ll introduce you to cameras, and particle systems. And will focus on teaching you step by step how to create new types of materials and how to incorporate them into your landscapes. From the basic painting of landscapes, to auto materials, to advanced material layers. I show you everything you’ll need to make stunning art. This is an environment art course, but we will not be focusing on modeling hard surface objects like buildings. I will go over creating foliage like trees, as well as show you how to create rocks. I will be bringing in some photoscanned assets for composing our scenes, via quixel. Quixel is a photoscan library free to use in Unreal engine. I’ll use my own assets later on, and show you how to mix Quixel’s textures with your own models to make great looking materials. So lets get to it!
Overview
Section 1: Introduction
Lecture 1 Introduction
Lecture 2 Install_UE5
Lecture 3 Setting up a project
Lecture 4 Your Navigation Tools
Lecture 5 World Settings
Lecture 6 The Manage Tab
Lecture 7 Landscape Tools
Lecture 8 Shadergraph Introduction
Section 2: Beginners Landscape
Lecture 9 Beginner’s Landscape
Lecture 10 Custom Height Alphas
Lecture 11 Gathering References
Lecture 12 Tree It Crash Course
Lecture 13 CG Textures
Lecture 14 Creating Trees In Maya
Lecture 15 Tree Setup Unreal Engine
Lecture 16 Beginner’s Water Shader
Lecture 17 Dressing The Beginners Scene
Section 3: Intermediate Landscape
Lecture 18 Projection Mapping
Lecture 19 Starting our Automatic Landscape Material
Lecture 20 Custom Rotator
Lecture 21 Distance Blending
Lecture 22 Material Functions
Lecture 23 Our Auto Material’s Functions
Lecture 24 Macro Variation Texturing
Lecture 25 Incorporating Triplanar Projection
Lecture 26 The Grass Output Node
Lecture 27 Foliage Control Setup
Lecture 28 Temporal Dithering AA
Lecture 29 Finishing Foliage Control
Lecture 30 Intermediate Water Shader
Lecture 31 Creating a Waterfall
Lecture 32 Introducing Niagara
Lecture 33 Creating Water Rapids
Lecture 34 Creating LODs
Lecture 35 Tree Shader for Fall Trees
Lecture 36 Dressing the Intermediate Scene
Lecture 37 Dressing the Intermediate Scene Pt 2
Section 4: Advanced Landscape
Lecture 38 Gathering Lidar Information
Lecture 39 TeraSculptor Height Map
Lecture 40 Creating Splat Maps
Lecture 41 Advanced Landscape Material Introduction
Lecture 42 Material Layer Blending
Lecture 43 Distance Blending
Lecture 44 Fixing Blend Layers and Adjusting our Textures
Lecture 45 Adding New Layers
Lecture 46 Fixing The Shadow Problems
Lecture 47 Advanced Material Foliage Controls
Lecture 48 Runtime Virtual Texturing
Lecture 49 Dressing Our Advanced Scene
Section 5: Cameras
Lecture 50 Introduction to Sequencer and Cameras
Lecture 51 Using Rails and Cranes
Lecture 52 Recording a Scene
Section 6: Bonus
Lecture 53 Lumen Explained
Lecture 54 Nanite Explained
Lecture 55 Creating Custom Rocks
Lecture 56 Packing Textures for Unreal Engine
This is meant to cover UE5. From a beginner’s level, all the way up to advanced techniques used in the game development industry.
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