Release date:2022, September

Author:David Lesperance

Skill level:Beginner

Language:English

Exercise files:Yes

Uartsy – Environment Creation in Unreal Engine 4 with high-speed direct link. These awesome Uartsy – Environment Creation in Unreal Engine 4 made by Uartsy and the first update Released In 2020.

Environment artists set the tone for the entire game world and are critical to building games that keep us entranced for hours on end. The best environments immerse us in the story and make us feel like we’re truly part of these fantasy worlds.

In this course from world-renowned artist and favorite ZBW instructor, David Lesperance, you will learn to create those stunning, memorable environments using the very same techniques and programs that the pros use, including Unreal Engine 4.

The 5 most important lessons:

How to get started creating 3D assets for fully immersive video game environments How to take your environment art to a whole new level with advanced modeling and sculpting techniques How to set up your 3D environmental assets and create a functioning game world in Unreal Engine 4 Tips for setting the mood and capturing the feeling of a given scene in your game Plus more professional tips and best practices for environment artists working in game production
Project 01 Basics of Modeling for Games

01 Introduction to Texel Density 02 Introduction to Map Sizes 03 General Guidelines for Enhancing Resolution 04 Texel Density Continued 05 Introduction to Subdivision Modeling 06 Subdivision Modeling Part 2 07 Subdivision Modeling Part 3 08 Modeling with Booleans 09 Spline Modeling 10 Whats Next 11 Basic High-Poly Modeling Part 1 12 Basic High-Poly Modeling Part 2 13 Edge Creasing

Project 02 Building a Design Kit, Starting the Hallway Model and setting up Collision

01 Blocking In a Hallway Asset 02 Modeling the Level Design Kit Part 1 03 Modeling the Level Design Kit Part 2 04 Modeling the Level Design Kit Part 3 05 Checking Texture Scale 06 Building Low Poly Models 07 Spline Modeling 08 Low Poly Modeling Continued 09 Checking the Model and Breaking Repetition 10 Modeling the Hallway Ceiling 11 Adjusting Scale 12 Checking the Model in Unreal 13 Setting Up Collision Part 1 14 Setting Up Collision Part 2

Project 03 Creating UV’s in Headus and 3DS Max

01 Introduction 02 Relaxing UVs 03 UVing Part 1 04 UVing Part 2 05 UVing Part 3 06 UVing Part 4 07 UVing Part 5 08 Combining Geo 09 Beginning to Pack UV Islands 10 Continuing to pack UVs 11 Packing More UVs and Tesselating the Object 12 Packing UVs and Baking Normals 13 Using Quixel Suite for Texturing 14 Continuing to Texture and Modeling Pannels 15 Continuing to Model the Pannel 16 Making Desings on the Fly

Project 04 Tuning Texture Maps

01 Setting up Material Shading Atributes in Unreal4 02 Modeling Interior Bulkheads 03 Creating a Lock Mechanism for Our Hatch 04 Creating Small Assets For the Hatch 05 Continuing to Add to the Hatch Structure 06 Modeling in Detail Pieces 07 Connecting and Positioning Assets 08 Modeling in Engineering Components 09 Adding Detail Quick using Boolians 10 Accurately Positioning Assets into the Scene 11 Implimenting more Structual Details 12 Testing our Assets in Unreal4 13 Creating Detailed Iterations 14 Evaluating Surface Normals 15 Digging Deeper into Surface Normals 16 Stitching, Breaking and cutting UVs 17 More UVs

Project 05 Stacking UVs and Creating Light Maps

01 Stacking UVs in UV Layout Part 1 02 Stacking UVs in UV Layout Part 2 03 Offsetting Stacked UVs 04 Ripping Maps Using Xnormals 05 Importance of Stacking 06 Setting up for Texturing 07 Layer Blending Options 08 Cleaning up AO and Map Size Discussion 09 Creating Masks in 3Ds Max 10 Adding Stains 11 Adding Rust 12 Adjusting Values 13 Fixing the Pipe Bottoms 14 Adding More Value Variation 15 Creating a Roughness Mask 16 Plugging in New Maps 17 Setting up Light Maps 18 Trouble Shooting

Project 06 Spline Modeling and UV’ingThe Sci Fi Crate

01 Creating Game Assets 02 Spline Modeling Game Assets P1 03 Spline Modeling Game Assets P2 04 Detailing Game Assets P1 05 Detailing Game Assets P2 06 Adding Functional Ornate Details P1 07 Adding Functional Ornate Details P2 08 Constructing The Game Asset P1 09 Constructing The Game Asset P2 10 Adjusting Existing and Creating new Handles Hinges and Bolts P1 11 Adjusting Existing and Creating new Handles Hinges and Bolts P2 12 UVing the Game Asset P1 13 UVing the Game Asset P2 14 Creating Texture Maps For the Game Asset

Project 07 Creating Realistic Fabric in Marvelous Designer

01 Intro 02 Setting Up the Tarp in Marvelous Designer 03 Bringing the tarp into 3DS Max 04 Modifying the topology of the tarp in 3DS Max 05 Baking Tarp Maps In 3Ds Max 06 Modifying the UVs of the tarp in 3DS Max 07 Adjusting the Tarp to Fit Over the Crate 08 Creating Texture Maps for the Tarp Part 1 09 Creating Texture Maps for the Tarp Part 2 10 Creating Texture Maps for the Tarp Part 3 11 Bringing the Tarp Into Unreal 12 Creating a Roughness Map for the Tarp 13 Creating a Detail Map for the Tarp 14 Adjusting the Tarp Material in Unreal 15 Modifying the Textures to Work Better in the Scene 16 Adjusting the Scenes Lighting and Surface Attributes 17 Refining the Tarps Edge 18 Modifying Scene Lighting and Assets Maps 19 Reworking the Crates Emissive Texture 20 Integrating the Modified Crate and Adjusting the Scenes Lighting 21 Capturing a Screenshot

Project 08 Creating a Tileable Floor Asset

01 Introduction and Project Setup 02 Setting Up Zbrush Scene 03 Adding Detail to Tiles 04 Adding Detail to Tiles Part 2 05 Adding Detail to Tiles Part 3 06 Premultiplying and Decimating the Mesh 07 Generating UVs and Adjusting in Max 08 Cleaning Mesh and AO Setup 09 Baking Texture Maps 10 Ripping and Adjusting Maps 11 Applying Normal Map 12 Layering Passes 13 Tweaking UVs and Cavity Pass 14 Adding Color and Texture Variation 15 Detailing with a Color Overlay 16 Bringing the Scene into Unreal 17 Enhancing your Texture Detail 18 Giving Grit to the Tiles 19 Adding Detail with ZBrush 20 Settingup Diffuse Detail and Normal Maps 21 Placing the Tiles in UDK 22 Modifying the Spec Map 23 How to Achieve Photo Real Textures 24 Finalizing the Tiles

Project 09 Texturing in Quixel Suite and Better Understanding Light Maps

01 Understanding Light Maps 02 Fixing Overlapping Uvs 03 Up Resing Light Maps 04 Tweaking Light Map Resolution 05 Unreal Lighting Overview 06 Lighting Summary 07 Saving Out Each Panel 08 Baking out Maps with xNormals 09 Establishing a Base Material In DDO 10 Masking By Material ID 11 PBR Discussion 12 Trouble Shooting DDO 13 Adding More Material Variation 14 Changing Colors 15 DDO Maps Explained 16 AO Discussion 17 Adding Dirt 18 Adjusting Masks 19 Final Material Settings

Project 10 Creating a Prop From a Concept

01 Calling Out Unique Assets 02 Modeling with Concept Reference 03 Understanding the Workflow 04 Modeling Montage 05 Seeing your Model in a Practicle Sense 06 Knowing your Industry 07 Modeling Montage 08 Rendering and Refining the Model 09 Final Tweaks 10 Introduction to Atlasing 11 Implementing Atlasing 12 Examples of Altasing 13 Furthers Showing the Speed of Atlas Texturing 14 Making an Atlas Texture

Project_Files.7z [Uartsy] Environment Creation in Unreal Engine 4_Subtitles.7z

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