Release date:2019, December

Author:Michael Gerard

Skill level:Beginner

Language:English

Exercise files:Yes

What Will I Learn?

Create models with Speedtree

Create textures with Quixel Mixer

Create vegetation models optimized for realtime

Create specific materials (Landscape, Vegetation, Assets)

Configure a Post Process to get realistic rendering

Configuring the light and general appearance of a scene

Create HDRIs with Nvidia Ansel

Improve textures and renders with Photoshop

Requirements

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

Have version 4.22.3 (or higher) of the Unreal Engine 4

Speedtree 8.4 (or higher)

Quixel Licence, Mixer and Bridge

Photoshop or equivalent

Description In this course I will give you all my secrets to help you to create your own scenes with advanced rendering.

More than just giving you all my secrets for the Unreal Engine, I will show you how to create your own models on 3ds Max, with the textures from Megascans library and and with Speedtree, we will create our sets of trees, ground foliage like grass and plants but also more generic vegetation like ferns or clovers.

Because shaders (materials) are the visual power of your projects, we will create all the materials needed for our scene. For vegetation, landscape, decals or Megascans assets. We will set up everything from material functions to Master Materials and end with easy-to-configure Instances.

To get a unique visual we will create our own landscape textures with Quixel Mixer.

You are not interested in designing models or creating shaders and all you want to do is learn how to create your own scene in UE4? No problem, you will find in the course resources a ready-to-use Unreal project, with all the models and shaders in it.

If you like this program and you want to improve your skills on the Unreal Engine 4, Quixel Mixer or Speedtree, I’ll see you soon.

Important note : 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.

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 by scene creation in the Unreal Engine 4

Section 01 – Introduction 01 – Final Render 02 – Resources 03 – About Copyrights 04 – Complete Project Overview

Section 02 – Speedtree – Common Trees 05 – Interface Overview 06 – Creation of Out Trunk 07 – Add Texture On Our Trunk 08 – Add Relief With Displacement 09 – Add Branches 10 – Creation of Our Fronds Clusters (Part 1) 11 – Creation of Our Fronds Clusters (Part 2) 12 – Creation of Model From Clusters 13 – Tweak Settings 14 – Add Wind to Our Tree 15 – Configure AO and LODs 16 – Export and Test in UE4 17 – Anchor Points Overview 18 – Randomize Function 19 – Creation of Second Model 20 – Creation of Dead Fronds and Third Model 21 – Creation of Third model 22 – Add Wind to Third Model

Section 03 – Speedtrees – Dead Trees 23 – Creation of Our First Dead Model 24 – Creation of Our Second Dead Model (Part 1) 25 – Creation of Our Second Dead Model (Part 2) 26 – Add Some Decorations 27 – Add Peelings in Our Trunks

Section 04 – Speedtree – Saplings 28 – Creation of Our First Model 29 – Creation of Other Models 30 – Set Wind

Section 05 – Speedtree – Export to UE4 31 – Export and Test in UE4 32 – Tweak and Reimport

Section 06 – Unreal Engine 4 – Foliage Master Material 33 – Creation of Material Function FoliageSet (Part 1) 34 – Creation of Master Function FoliageSet (Pasrt 2) 35 – Add Base Color and First Test 36 – Add Parameters (Emmisive, Roughness, Specular…) 37 – Configuration of Normal 38 – Gradient Function Update 39 – End of Our Material Function 40 – Set Billboards 41 – Clean Function 42 – Creation of our Function of Bark 43 – Creation of All Instances 44 – Clean Trees Folder

Section 07 – 3ds Max Speedtree UE4 – Grass Sets 45 – Setup 3ds Project 46 – Creation of our First Two Models 47 – Creation of our Third Models 48 – Export to Speedtree and Setup Project 49 – Creation of Our Tall Grass Set (Part 1) 50 – Creation of Our Tall Grass Set (Part 2) 51 – First Test in UE4 and Improve of Vegetation Material 52 – Configure LODs, AO and Wind 53 – Creation of Our Medium Grass Set 54 – Creation of Our Small Grass Set 55 – Final Export in UE4 (Merged)

Section 08 – 3ds Max Speedtree UE4 – Dry Plants Sets 56 – About Models Creation 57 – 3ds Max – Model 01 Creation 58 – 3ds Max – Model 02 Creation 59 – 3ds Max – Model 03 Creation 60 – Speedtree – First Set Creation (Part 1) 61 – Speedtree – First Set Creation (Part 2) 62 – Speedtree – Complete Second Set Creation 63 – Speedtree – Complete Third Set Creation

Section 09 – Unreal Engine 4 – About Optimization (Part 1) 64 – UE4 – Issues With Merged Textures 65 – Unreal Engine 4 – Visual Comparaison 66 – Unreal Engine 4 – Statistics Comparaison

Section 10 – 3ds Max Speedtree UE4 – Plants Sets 67 – (s) 3ds Max – Creation of the First Model 68 – (s) 3ds Max – Creation of the Second Model 69 – (s) 3ds Max – Creation of the Third Model 70 – (s) 3ds Max – Creation of the Fourth Model 71 – Speedtree UE4 – Complete First Set Creation 72 – Speedtree UE4 – Complete Second Set Creation 73 – Speedtree UE4 – Complete Third Set Creation 74 – Speedtree – Fourth Set Creation (Part 1) 75 – Speedtree UE4 – Fourth Set Creation (Part 2) 76 – Unreal Engine 4 – Clean Folder

Section 11 – Unreal Engine 4 – Landscape Master 77 – Triplanar Overview 78 – Creation of our Function Layer (Part 1) 79 – Creation of our Function Layer (Part 2) 80 – Creation of our Function Layer (Part 3) 81 – Creating of Layer Grass 82 – Setup Distance Fade 83 – Creating of Dirt & Rock Layers 84 – Creating of the Blend Hierarchy 85 – Creating of our Paint Layers 86 – Implementation of Automatic Foliage

Section 12 – Quixel Mixer – Landscape Textures 87 – Interface 88 – Ground Texture (Part 1) 89 – Ground Texture (Part 2) 90 – Combined Export to UE4 91 – Ground Variration 92 – Add Tessellation in Landscape Material Master 93 – Get Better Tessellation 94 – Dirt Texture 95 – Dirt Variation Texture 96 – Rock Texture 97 – Riverbed Texture

Section 13 – Unreal Engine 4 – Environment Master 100 – Clean our Function 101 – Creation of Blending Function (Part 1) 102 – Creation of Blending Function (Part 2) 103 – Creation of Vertex Function (Part 1) 104 – Creation of Vertex Function (Part 2) 105 – Creation of Moss Cover Function (Part 1) 106 – Creation of Moss Cover Function (Part 2) 107 – Creation of Moss Cover Function (Part 3) 108 – Creation of Moss Cover Function (Part 4) 109 – Creation of Wetness Function & End of our Material 110 – Creation of Bump Function and Final Test 98 – Creation of our EnviroSet Function (Part 1) 99 – Creation of our EnviroSet Function (Part 2)

Section 14 – Complete Asset Setup Workflow 111 – Bridge 3ds Max – Setup Asset 112 – Photoshop – Texture Combined Creation 113 – Unreal Engine 4 – Import and Test

Section 15 – Generic Plants Creation 114 – (s) 3ds Max – Models Creation 115 – Speedtree – Fern01 Creation 116 – Speedtree – Fern02 Creation 117 – Speedtree – Fern03 Creation & Export 118 – Speedtree – Clovers Creation 119 – Speedtree – River01 P1 120 – Speedtree – River01 P2 121 – Speedtree – River02 122 – Unreal Engine 4 – Clean Project

Section 16 – Unreal Engine 4 – Decals Material 123 – Unreal Engine 4 – Creation of Our Decals Master Material

Section 17 – Unreal Engine 4 – Scene Creation 124 – Creating Terrain and River 125 – Placing of Trees 126 – Add Landscape Reliefs 127 – Add Texture Variations 128 – Improve Variations 129 – Setting the Landscape Grass Foliage (LGT) 130 – Improve Tree Placement 131 – Adding Volumetric Fog 132 – Enable Dynamic Indirect Lighting (LPV) 133 – Getting a Sharper Visual with Post Process Material 134 – Add Vegetion around the River 135 – Add Rocks 136 – Add Decals 137 – Add Small Details (pinecone, sticks, mushrooms…)

Section 18 – Unreal Engine 4 – Setup Lighting 138 – Configure Post Process 139 – Add Color Grading (LUT) 140 – Add Reflection 141 – Create First HDR (Nvidia Ansel) 142 – Rework Tree Placement 143 – Adjust Foliage Color

Section 19 – Unreal Engine 4 – Take Renders 145 – First Render (Ansel) 146 – Custom CineCam Overview 147 – Second Render 148 – Other Renders

Section 20 – Unreal Engine 4 – About Optimization 149 – Actor to Optimize 150 – Set LODs 151 – Enable Shadow Contact 152 – Reduce Texture Resolutions (LOD Bias) 153 – Alternative Reflection 154 – Reduce Tessellation Density 155 – Reduce Volumetric Fog 156 – Enable Early Z-Pass

Section 21 – Unreal Engine 4 – Extra Additions 157 – Alternatif Wind 158 – Interact Foliage

Udemy Unreal Engine 4 – Learn How To Create A Natural Scene.7z.001 Udemy Unreal Engine 4 – Learn How To Create A Natural Scene.7z.002 Udemy Unreal Engine 4 – Learn How To Create A Natural Scene.7z.003

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