Release date:2019, November

Duration:20 h 45 m

Author:Michael Gerard

Skill level:Beginner

Language:English

Exercise files:Yes

What Will I Learn?

Create 4K texture with Quixel Mixer

Create optimized models for realtime rendering with Speedtree

Add full of details without losing performance with Decals

Create Combined textures in Speedtree (Atlas) and Photoshop (RDAO/CRS/FHAO)

Configure Post Processing, Ligthing and get realistic rendering

Requirements

Have version 4.22.3 of the Unreal Engine 4

Know the basics of Unreal Engine 4 (Object placement, camera movement…)

Possess a valid license for Speedtree and have Speedtree 8.4 (or higher)

Possess a valid license for Quixel Megascans, Bridge and Mixer

Description (This course is a direct continuation of my other course”Unreal Engine 4 : Learn How to Create a Natural Scene”)

In this course we will go even further in models creation and a scene.

The purpose of this course is to show you that it is possible to create fully optimized models without ever leaving Speedtree.

With the textures available in Megascans library, we start with a powerful ally for our objective which is to create a “Lost Road” scene.

Beyond the simple model creations, I will show you how to create your own textures from Speedtree in order to create models from different textures you have chosen.

Speaking of texture, I will show you how to create combined one called “Atlas”. That will give you total control over the quality and otimization.

Once our vegetation finished, we will move on to creating textures such as grass, rock and soil, but also a clean road texture and one that is worse and worse, all on Quixel Mixer.

We will put all our creations in place in a final scene on Unreal Engine and I will show you how to add even more details without losing performance with decals.

If you want to create scenes to feed your portfolio or deepen your knowledge this course is for you.

Important note : If you want to learn the basics of Speedtree or Quixel Mixer I recommend to begin with the previous course “Unreal Engine 4 : Learn How to Create a Natural Scene”

All the texture used in this course are not included to the project file. You must have a Quixel Licence to download them.. Of course you are free to use the ones you want.

A valid Speedtree license is required to use the software.

This course was created in version 4.22.3 and it is STRONGLY RECOMMENDED to use THE SAME version! If you choose to use another version, be aware that you may encounter possible errors not covered in this course.

Who is the target audience? Anyone interested in complete scene creation in the Unreal Engine 4

Section 01 – Introduction 01 – Overview Final Project 02 – About Copyrights 03 – Resources 04 – Where to Start Ressources.7z

Section 02 – Unreal Engine 4 – Material Updates (Only If You Follow The First Course) 05 – Update of Layers Function 06 – Add Mask Variation 07 – Update Biome Layers 08 – Get Better Blending Automatic Material 09 – Update of Enviro Master Material

Section 03 – Speedtree Unreal Engine 4 – Pine Creation 10 – Chapter Overview 11 – Clusters Setup 12 – Cluster Creation (Part 1) 13 – Cluster Creation (Part 2) 14 – Second Cluster Creation 15 – Render as Textures 16 – Atlas Creation 17 – Trunk Creation (Part 1) 18 – Trunk Creation (Part 2) 19 – Adding Main Branches 20 – Adding Secondary Branches 21 – Top Tree Creation 22 – Add Small Branches to the Trunk 23 – Update Atlas 24 – Add Moss to Small Branches 25 – (Tips) Change Parent Curve 26 – LODs + Wind + AO Configuration 27 – Export and Test in UE4 28 – Update of our Tree 29 – Second Model Creation 30 – Sapling Creation 31 – Bush Creation 32 – Final Export in UE4

Section 04 – Speedtree Unreal Engine 4 – Dogwood 33 – Chapter Overview 34 – First Cluster Creation (Part 1) 35 – First Cluster Creation (Part 2) 36 – Second Cluster Creation 37 – Flowered Cluster Creation (Part 1) 38 – Flowered Cluster Creation (Part 2) 39 – Dogwood Atlas Creation 40 – Bark Creation – Split Function 41 – Adding Branches 42 – Models Creation from Atlas Texture 43 – Adding Leaves 44 – Adding Moss 45 – Branches Optimization 46 – Ambient Occlusion, LODs and Wind Configuration 47 – First Test in UE4 48 – Creation of First Flowered Model 49 – Creation of Second Models 50 – Creation of Bush 51 – Final Export in UE4 (Merged)

Section 05 – Speedtree – Remove Noisy Alpha (Speedtree Export) 52 – How to Remove Noisy Alpha

Section 06 – Speedtree Unreal Engine 4 – Ground Foliage Creation 53 – Chapter Overview 54 – First Grass Cluster Creation (Part 1) 55 – First Grass Cluster Creation (Part 2) 56 – Second Grass Cluster Creation 57 – First Plant Cutout 58 – First Plant Cluster Creation 59 – Second Plant Cutout 60 – Second Plant Clear Cluster Creation 61 – Second Plant Dark Cluster Creation 62 – How to Change Color Range in Photoshop 63 – Third Plant Cluster Creation 64 – Twigs Cluster Creation 65 – Atlas Creation (Part 1) 66 – Atlas Creation (Part 2) 67 – Atlas Creation (Part 3) 68 – Atlas Creation (Part 4) 69 – First Grass Patch Creation 70 – Second Grass Patch Creation 71 – First Plant Patch Creation 72 – Second Plant Patch Creation 73 – Third Plant Patch Creation 74 – Twigs Creation (Part 1) 75 – Twigs Creation (Part 2) 76 – Final Export in UE4 (Merged)

Section 07 – Unreal Engine 4 – How to Get a Better Placement for Automatic Foliage 77 – Chapter Overview 78 – Creation of Vegetation Mask Function 79 – Creation of Vegetation Logic Function 80 – Adding the Function to our Master Material and Test

Section 08 – Quixel Mixer Unreal Engine 4 – Create Landscape Textures 81 – Chapter Overview 82 – Creating the Grass Texture 83 – Creating the Dirt Texture 84 – Creating the Rock Texture 85 – Export and Test in UE4

Section 09 – Quixel Mixer 3ds Max Unreal Engine 4 – Road Creation 86 – Chapter Overview 87 – Creating the Road Base Texture 88 – Creating the Road Cracked Texture 89 – Creating the Road Model 90 – Export and Test in UE4 91 – Texture Retakes and Final Test

Section 10 – Unreal Engine 4 Photoshop – Decals 92 – Chapter Overview 93 – Creating the Master Material 94 – Configure Patches for Road 95 – Create Dogwood Leaves Decal in Speedtree 96 – Create Pine Needles Decal in Speedtree 97 – Create RDAO and Final Test

Section 11 – Unreal Engine 4 – Scene Creation 100 – Add Reliefs to the Landscape 101 – Add Road Variation Textures 102 – Procedural Pines Placement 103 – Add Ground Foliage 104 – Add Fog 105 – Enable Nvidia Ansel and Generate the HDR 106 – Dogwood Placement 107 – Enable Dynamic Indirect Lighting (LPV) 108 – Add Side Decals 109 – Add Side Vegetation 110 – How to Setup a Megascans Rocks 111 – Add Rocks 112 – Add Road Decals 113 – Getting a Better Tessellation 114 – Adjust Last Details 98 – Road Placement 99 – About Procedural Foliage Spawner

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