Published 5/2023
Created by pure magic
MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz, 2 Ch
Genre: eLearning | Language: English | Duration: 378 Lectures ( 41h 10m ) | Size: 45.8 GB
from very basic stuff to importing 3d objects to material to niagara to control rig to AI to animation and many more sec
What you’ll learn
Niagara System
Materials
Animations
Blueprint
AI
User interfaces
Landscape
Enviroment
Requirements
this is from very basic so you dont need to know anything
Description
01. we start from very basic stuff like:1. Downloading and installing unreal engine 52. Create different kind of project3. Moving around the scene4. Change objects position in different ways5. Change scale and rotation6. About world space and local spaces7. Use snapping to make our life easier8. Camera speed and different kind of views9. About outliner, detail panel and content drawer02. Next, we start with what is static mesh and importing different kind of them into unreal engine from different sources And we talk about different problem that can happen when you import something We talk about this kind of 3d objects:1. import 3d models that have material but no texture attached2. import 3d model that doesn’t have textures3. import 3d model that has multiple part and multiple material4. quixel 3d models and materials03. next we start with first part of material section of this course in this section we learn all the basic stuff of material in unreal engine that you should know to be able to import different kind of 3d model into unreal enginethis is basic section for material so we learn this basic stuff about them:1. Create our first material2. What is base color3. metallic roughness and specular in materials4. what is emissive color and how we can use them properly5. how to use textures in materials6. and at the end of this very basic section ill give you some exercise04. Next, we start with Game modeFirst what is game mode and why we need them in unreal engine 5 Next, we check some game modes like vehicle and first-person game modeAfter that we start creating our own game mode as third person game mode05. In next section we talk about how we can create playable character We will talk about:1. what is character class2. how our character can move3. how it can jump 4. how it can look up and down5. how it can have cameras to be like first person or third person6. how we can use spring arm properly06. next we talk about the animationsfor this section again we start from very basic stuff to more advanced stuff and because this section is much more important, I divided in to two sections so you will learn them as deep as possible in right time1. we start with animation sequence, what it is and how we can use it2. we learn about playing animation where ever we want3. next we learn about animation blueprint, what it is and why it is very important to use it4. we learn about state machines5. how our character can walk jump run for basic movement6. how we can use cached animations7. what is blend space 1D and 2D and how we can use them8. and at the end ill give you some exercise so you will learn this basic part better07. in next section we will talk about BLUEPRINT and what you should know about them as starter1. how blueprint works2. how you can find what is in your mind in blueprint to do what you want to do3. we talk about camera filed of view as an example to see how we can find stuff in blueprint4. how we can change camera location5. what is timeline and how we can animate things with timeline 6. how we can make our timeline smooth7. what is the lerp node and how we can use them8. how to organize variables9. what is collapse node and where to use it10. what are macros in unreal engine 511. what is function in blueprint and how it works and how we can use them08. now that we know more about blueprint, we go back to animation again and we learn about:1. turn right and turn left animation2. aim offset3. how we can have both turns and Aim offset together4. animate spring arm5. what are animation montages and how we can use them6. what is layering animation with layered blend per bone and how we can use them7. at the end we always go back to animation blueprint as we learn new things 09. next as a challenge and an exercise with the knowledge that we learn till here we create laser beam like laser beam of resident evil 410. in next section we start with user interface As a basic UI for our game we start with widget blueprint basic stuff1. how we can create widget blueprint2. what is an slot and why we should use them3. what is graphics options4. what is render transform5. we talk about texts in separate video11. in next section we use what ever we learned from last section to create our own crosshairWe won’t stop there and we populate some functionality for our crosshair like spreading when we shoot our gun or jumping12. at this point epic game release its unreal engine 5.1 and we learn how we can update our game and engine to latest version that is 5.1 at the time 13.after that we go back to crosshair and user interface section again to add more functionality to our game like Crosshair Spread with walking and running jumping and shooting the gun and crosshair be Accurate when aiming, and for doing all of these we learn about some new nodes that are important to know like:1. how interp to work and how we can use them2. how to use timers with event and functions3. how to use line trace 4. what is yaw and pitch and roll and how we can calculate them5. dynamic yaw and pitch offset calculation14. next we should learn about audio in unreal engine Right now, there is two type of audio engine in ue5.1 first one is sound cue and second one is meta soundBoth of them are important and we learn both of them in separate sections1. how to import audio files to unreal engine 52. ambient sound options3. what is attenuation and how we can use them to create realistic audio4. how to play sound from blueprint5. branch in sound cue6. Concatenator7. Continues modulator8. Delay node9. Modulator10. How to randomize stuff with Random node11. What is switch node and how we should use it15.after this we should learn about meta soundNew way of sound design for games that you can use to create music too . whatever you see other games can do with music and sound you can do it with meta sound easier for this section we learn all the basic next as an example we create a music with some beats after that as another example we create an ambient sound with some effects and for doing them we will learn about:1. How to create meta sound2. What is the inputs 3. Trigger repeat 4. Delay node5. What is graph input6. How we can control meta sound from blueprint7. How we can use mixers8. How we can use sine waves9. What is envelopes10. Randomize playing audios11. How to use ADSR envelope float12. What is BPM and how we can use it13. How we can use notes in meta sound14. How we can use beats to create music16. next we use all of our knowledge that learn till here to add sound to our own game For our course game we add footstep audio and weapon fire shot audio1. First, we find some audio from internet2. We learn how to extract and convert audios that we find from internet3. We use animation sequence to play sound when foot touch the ground4. We learn how to use anim notifier17. now it is time to learn more about materials, learn more advanced stuff and during course we add to our material knowledge as well because some section we should learn it by practical exampleSo that’s why I’m saying animation section will never end and we will add to it when you learn enough about other thingsMaterial as well we will learn more with practical examples during courseBut for this section we will learn about:1. Preview panel2. Data types with base color3. Roughness4. Texture sample5. Lerp in materials6. Texture coordinate7. Component mask and append Many8. Time node9. Panner10. Material instances11. Comments12. Sine node13. Sine remapped node14. Animate opacity15. Animate World position offset16. Why we should use Reroute node and how to use it17. How to control Brightness contrast saturation and tint color18. Switch and texture parameter18. now that we know enough about material and blueprint we can learn Niagara particle system in unreal engine 5.1 For this section we start from very basic stuff in Niagara and we will create a lot of effects and logic in thereLike fire, smoke, bullet shell ejection, blood splatter on the ground, muzzle flash and …For all of these effects first we need to learn all the basic stuff like:1. Create empty Niagara system2. Spawn rate3. How velocity work and how to use it4. We will talk about Initialize particle module5. Curves6. Shape location for spawning particle in a shape7. We talk about forces in Niagara system like Gravity force and drag8. Niagara Options9. We will talk about how to use subuv textures in Niagara10. Next, we talk about Niagara parameters11. Next, we talk about different type of renderer like Ribbon renderer12. Light renderer13. Mesh renderer14. And next we will learn how we can spawn particle on the body of our character19. in the next section we use all the knowledge that we learn from material and Niagara section to create some effect for our course project1. First, we import some static mesh for our Niagara system for shell injection 2. we create material for that bullet and shell3. we create our VFX and add it to gun of our character4. we create muzzle flash material5. for creating muzzle flash VFX we use multiple Niagara emitter 6. we design another Niagara system for when bullet hit something 7. at the end we learn how to add decal automatically where bullet hit something20.because we need to create different kind of bullet, we should learn more about collision and physics in UE 5.1That’s why in this section we learn about1. what is collision and physics in UE2. we learn about simple and complex collision3. we learn pro way of creating simple collision that is more efficient4. next we learn about physics simulation5. we learn about different kind of collision and their event6. after that we learn about collision preset and object types21.with all of our knowledge till now we create 3 kind of bullet for our course project1. first bullet we create it with simple adding 2. second bullet we create it with physics and applying forces3. and third bullet we use Projectile movement, the library that unreal engine developers created for us22. next it is time to talk about lights and fogs1. we learn about dynamic light and baked light2. point light3. spot light4. rect light5. skylight6. sun Direction light23. now that all the basics are covered it is time to create some levelWe will create two level One just a small town and another one really big landscapeBut as beginner we should start with small town1. we talk about marketplace and its asset2. we learn how to create blend material and how to use them. so, you can see we are learning more about material with practical case use3. we will start by creating some road and sidewalks4. next we add some puddles5. next we learn a lot of tricks for positioning stuff on our level 6. 7. next it is time to add some props8. next we add some light that at night turn on and at day it turn off9. next we add traffic lights that automatically work and turn on and off by itself10. we add some trees and bushes in old way11. next we learn some tricks about selecting object 12. next we use foliage system as basic as possible because foliage has its own section13. next we use nanite to optimize our level more14. next we start creating our building and its lights15. next we add day and night cycle to our scene and we learn to do it in two different way that has their advantages16. next we learn about if it is day or night so all light automatically turn off during day17. next we talk about event dispatcher in detail18. next we learn how we can modalized building so we can use them multiple time where ever we want24. in next section we will learn all about different kind of creating landscape With unreal engine and with Gaea 1. first, we learn how we can create landscape in unreal engine2. next we learn how we can use landmass to create landscape3. next we learn about ocean in unreal4. next we talk about rivers5. next we use Gaea that is really cool and easy to use software to create really good landscape6. we will talk about Gaea graph and how it works7. next we learn how to import Gaea landscape to unreal engine8. next we learn the calculation for importing from Gaea to unreal25. next we use what we learn to create landscape for our course project For that we use Gaea to create our landscape1. create some mountain2. combine and transform landmasses in gaea3. build our landscape4. import it to unreal engine with right calculation26. now it is time to learn all about tricks and tips for creating material for our landscape1. we learn where to download right textures for our landscape2. we learn about materials function and how we can use them3. we learn all about material function inputs4. we learn about ORD textures5. we learn about camera depth fade6. texture bombing7. macro variation8. world align texture27. next we should create our landscape auto material in modular way so we can use it where ever we want1. we create auto landscape material2. we use material function that we learn in last section to make everything more modular and readable3. we learn about parameter priority4. we learn how to fix landscape specular value5. we add some normal for our landscape6. we use ORD textures for our material7. we learn how to use layer blend8. we learn how to paint on our landscape9. we learn how to use flow path that we build in Gaea10. we learn about slope layer11. we learn how to calculate our own slope layer12. we learn how to use world aligned blend 13. we learn how to create transition from grass to soil14. we will create snow material15. we learn how to use world position node16. we learn how we can add auto snow at top of mountain28. Next we should talk about foliage system. there is two type of foliage system. one of them without collision and one that is fairly new thing in unreal engine is with collision1. first, we talk about manual foliage 2. next we talk about auto grass3. next we will talk about procedural tree spawn4. next we talk about Cluster, Curl distance5. next for optimization we talk about LOD or level of details6. we learn how to automatically spawn some tree somewhere and not spawn tree some other places7. at the end we will talk about the options that we have 29. now it is time to talk about AI in ue5.11. first, we download some asset and create some material for them2. next we talk about all necessary stuff that we should create for our AI to work3. next we talk about go to location functionality of AI4. we make our droid to patrol between two locations5. next we teach our droid to follow player if player get close to droid6. at the end we talk about blackboard, decorator and selector node30.droid is good but we need better enemy to kill. That’s why we choose to use zombie as our enemy1. download zombie character from mixamo2. we create character class for our zombie3. we check for head shot when we shoot the zombie4. we talk about physics material and surface type5. we create material for blood 6. we create Niagara system for when we hit the zombie there would be some blood spill on the ground7. we create decal material for blood so when we shoot the zombie there will be some blood on the ground8. we create health bar for our zombie9. we use some animation for our zombie 10. we create some hit number with some animations31. now that our zombie character is ready we can create some AI for it1. we create AI for our zombie so it can patrol between two point2. when our zombie sees the player, it will chase the player3. when zombie get close to our player it can attack our player4. when we shoot zombie, they will chase us as well5. next we download more skin for our zombie so we have multiple zombies as enemy32. next it is time to make our player character more beautiful with some functionality1. we create health bar for our player2. we add some animation for our player health bar when it is attacked by zombie3. we create some item like shield 4. we add some pickup animation for our item5. next we create some glow for our item material6. next we create some UI to show more information about pickup item7. next we add some animation to that UI as well33. next it is time to talk about new feature in unreal engine that is called control rig1. first we create control rig2. we learn what is controls3. we learn some way to do creating controls fast4. we learn about basic IK5. we learn how we can create animation ourself with forward solve6. we learn how to edit animations that we have with backward solve7. next we learn Full body IK8. we use full body IK to put our player character foot always on stairs in runtime34. next we use all of our knowledge with some new node that I show you to create beautiful main menu1. we learn how we can create camera and how to switch between them2. we learn how we can create animation for our cameras with level sequencer3. and at the end we will create a beautiful main menu with our first level that we create together
Who this course is for
If you want to learn game design with unreal engine 5
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