Release date:2023, March

Duration:11 h 08 m

Author:Eddie Faria

Skill level:Beginner

Language:English

Exercise files:Yes

Join the Game Arts Academy Environment Artist Boot Camp and take your environment art skills to the next level! Over the course of 12 weeks, this program is designed to transform you into a talented professional.

As you create and build, you’ll have access to industry secrets, tips, and tricks related to the environment art pipeline. You’ll also gain little-known knowledge about 3D art that will give you an almost unfair advantage over other artists. Expert instruction, interactive elements, and real-world projects will help you learn the exact methods used by professional environment artists to create beautiful, immersive 3D worlds.

No more sloppy mistakes! With this boot camp, you’ll develop a strong portfolio that will have recruiters fighting over you. This course is perfect for self-starters who are ready to take action and achieve greatness in their environment art skills. Let’s get started!

What will you learn

Create a dynamic and interactive story that draws people into your environment. Enhance your environment composition skills by building better blockouts. Achieve professional and immersive lighting in your scenes by using Unreal Engine 5 Lumin. Complete your props to a high standard by unwrapping and baking assets. Speed up your prop creation process and add impressive detail using Photogrammetry. Stand out from other artists by mastering Zbrush for highly detailed environment art. Utilize decals to create visually stunning scenes that impress your audience. Make your portfolio stand out by using little-known tips and tricks for effective self-promotion.

Who is this course for:

Intermediate and Advanced Environment Artists looking to break into the Games Industry

Working professional Game Artists who wish to take their skills to the next level
01 – Project Kickoff

01 – Project Objectives 02 – Tips on Choosing an Environment 03 – The Four Pillars of Success 04 – Milestone Assignment Initial PureRef Board

02 – Week 2 Story Is King

05 – Start with the Story 06 – Tell a Personal Story 07 – Creating a Sense of Awe 08 – Expanding on The Story 09 – Creating Narrative 10 – Milestone Assignment Story Template

03 – Week 3 Greyboxing and Proxy Modeling

11 – What is Greyboxing and How do we use it 12 – Greyboxing and its Uses 13 – Composition Techniques 14 – Tangents And How to Avoid Them 15 – Tangents And How to Avoid Them 16 – Getting Started and General Tips 17 – Setting Up 18 – Exporting Asset Tips 19 – Exporting Assets to UE5 20 – Milestone Assignment

04 – Week 4 UE5 Lumin Lighting

21 – Let There Be Light 22 – Aspects of Light 23 – Introducing Lumin Lighting in UE5 24 – Getting Started With Lumin 25 – Directional Light 26 – Indirect Lighting 27 – Artificial Lights 28 – IES and Animated Light Functions 29 – Fill Lights 30 – GPU light mass 31 – Relighting Portfolio Pieces 32 – Milestone Assignment First Lighting Pass

05 – Week 5 Tileable Textures

33 – Tileable Textures Basics 34 – Texel Density 35 – Aligning Textures 36 – Working With Tileing 37 – Adding Details to Tileable Textures 38 – Cutting Details Into Tileable Textures 39 – Things to Avoid With Tileable Textures 40 – Milestone Assignment Room Textured

06 – Week 6 Baking and Unwrapping

41 – Introduction and Preparing the Mesh 42 – Unwrapping a Cylindrical Object 43 – Unwrapping Best Practices 44 – Preparing For Baking 45 – Baking in Marmoset Toolbag 4 46 – Exporting to Substance Painter 47 – Exporting to Substance Painter 48 – Milestone Assignment Hero Prop 1

07 – Detailing a Scene with Decals and SFX

49 – Stickers and Decals 50 – Enhancing Details 51 – Creating the Base Layer 52 – Adding Details 53 – Working with Roughness 54 – Adding Wear and Tear 55 – Summary Example 56 – Closing Tips and Advice 57 – Milestone Assignment 2nd Hero Asset 2nd Pass Lighting

08 – Zbrush for Environment Art

58 – Intro and Analyzing Reference 59 – Preparing the Model for Sculpting 60 – Getting Started with Dynamesh 61 – Sculpting Details 62 – Using Alphas 63 – Decimation Master and Low Poly 64 – Merging Assets and Sculpting Cracks 65 – Conclusion 66 – Milestone Assignment Third Hero Prop

09 – Photogrammetry

67 – What is Photogrammetry 68 – What you Need to Get Started 69 – Photographing your Subject 70 – Getting Started With Reality Capture 71 – Generating a Mesh in Reality Capture 72 – Processing the Mesh in Zbrush 73 – Unwrapping Baking and Final Model 74 – Milestone Assignment Third Pass Lighting Medium Assets

10 – Decals and Their Uses

75 – Introduction to Decals 76 – Many Uses of Decals 77 – Working with Material Instances 78 – Other Types of Decals 79 – Working With Fog 80 – QA 81 – Milestone Assignment Decal Pass

11 – Post Process

82 – Post Process Settings 83 – Working With Exposure 84 – Bloom and Chromatic Aberration 85 – Global Illumination and Reflections 86 – Lens Effects 87 – Color Grading and LUT 88 – QA 89 – Milestone Assignment Environment Mood

12 – Portfolio Renders

90 – Taking HighResolution Screenshots 91 – Editing Screenshots in Photoshop 92 – Unsharp Mask and Depth of Field 93 – Rendering Portfolio Videos 94 – Creating Thumbnails for Artstation 95 – QA 96 – Milestone Assignment Final Portfolio Post

[Udemy] 3D Video Game Environment Art Bootcamp by Eddie Faria.7z.rar [Udemy] 3D Video Game Environment Art Bootcamp by Eddie Faria_Subtitles.7z

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