Submarine Interior Game Environment Creation in Blender
Submarine Interior Game Environment Creation in Blender, available at $54.99, has an average rating of 4.4, with 79 lectures, based on 121 reviews, and has 996 subscribers.
You will learn about Create a game-ready submarine corridor from start to finish Create detailed modular wall models and pipes High to low poly modeling technique Create tileable painted textures Bake assets and generate texture maps Generate special mask for dynamic color and dirt modifications Create lighting and post effects This course is ideal for individuals who are Anyone who wants to create better 3D environment that is professional and will enhance your portfolio It is particularly useful for Anyone who wants to create better 3D environment that is professional and will enhance your portfolio.
Enroll now: Submarine Interior Game Environment Creation in Blender
Summary
Title: Submarine Interior Game Environment Creation in Blender
Price: $54.99
Average Rating: 4.4
Number of Lectures: 79
Number of Published Lectures: 79
Number of Curriculum Items: 79
Number of Published Curriculum Objects: 79
Original Price: $44.99
Quality Status: approved
Status: Live
What You Will Learn
- Create a game-ready submarine corridor from start to finish
- Create detailed modular wall models and pipes
- High to low poly modeling technique
- Create tileable painted textures
- Bake assets and generate texture maps
- Generate special mask for dynamic color and dirt modifications
- Create lighting and post effects
Who Should Attend
- Anyone who wants to create better 3D environment that is professional and will enhance your portfolio
Target Audiences
- Anyone who wants to create better 3D environment that is professional and will enhance your portfolio
Instructor Info
Emiel Sleegers always had love for video games and when he was young, he started using Unity3D for programming but he found himself gravitating more towards the art of making games. Now he is currently working as an environment artist in Ubisoft. He contributed to creating AAA games such as Forza Horizon 3 and The Division 2. His all time favorite game is The Last of Us and that video game is what inspired him to want to work in the game industry. His advice for beginner artists is to focus on one aspect of gaming that they are passionate about, stick to it and get better at it. His hobbies include anything related to games or films, whether it be working on personal projects, freelance work or going out for movies.
Course Info
In this exciting tutorial, you will learn the professional way of creating a game-ready submarine corridor from start to finish using Blender, the Substance suite and unreal engine 4.
We will go over in detail on how to model modular walls that can be used to construct our corridor.
After that we will start modeling modular pipes using the high to low poly modeling technique and use that to construct all the piping networks that are in our scene.
Finally, we will model some smaller assets like a metal door, some signs and a fuse box to dress up our scene.
Once modeling is done we will move into Substance Designer where we will be creating a tileable painted metal texture that we can use on our walls and other assets.
Then we will move our high poly and low poly assets into Marmoset toolbag where we will be baking the assets and generating our texture maps. At which point we will bring everything into substance painter and start texturing our assets.
We will also generate special masks which along with a custom shader in unreal engine 4 we can use to dynamically change the color and dirt amount on our assets.
Finally, when everything is done and ready to go we will import everything inside Unreal Engine 4 and start building our level, create our lighting and post effects and some final polish to really make the level shine.
I am excited to show you all these techniques that you can use so you can become a better environment artist. Turn up the heat and ignite your skills. Keep adding new knowledge, new workflow, new tactics to grow and expand. Life is about growing and reaching your fullest potential.
Take action and start committing to your success today. Join me in this amazing course and let’s get started.
Course Curriculum
Chapter 1: Introduction
Lecture 1: Intro to Course
Chapter 2: Preparation
Lecture 1: Going Over Our Reference
Lecture 2: Start Installing our Plugins and Shortcuts
Lecture 3: Finishing Installing Our Plugins and Shortcuts
Chapter 3: Modeling
Lecture 1: Start Modeling Our Wall Pieces Part 1
Lecture 2: Start Modeling Our Wall Pieces Part 2
Lecture 3: Start Modeling Our Wall Pieces Part 3
Lecture 4: Start Modeling Our Wall Pieces Part 4
Lecture 5: Start Modeling Our Wall Pieces Part 5
Lecture 6: Start Modeling Our Wall Pieces Part 6
Lecture 7: Start Modeling Our PIpes Part 1
Lecture 8: Start Modeling Our PIpes Part 2
Lecture 9: Start Modeling Our PIpes Part 3
Lecture 10: Start Modeling Our PIpes Part 4
Lecture 11: Start Modeling Our PIpes Part 5
Lecture 12: Creating Our Door Part 1
Lecture 13: Creating Our Door Part 2
Lecture 14: Creating Our Door Part 3
Lecture 15: Creating Our Door Part 4
Lecture 16: Turn Our High Poly Models into Low Poly
Chapter 4: Unwrapping
Lecture 1: Unwrapping All Our Models Part 1
Lecture 2: Unwrapping All Our Models Part 2
Lecture 3: Unwrapping All Our Models Part 3
Lecture 4: Unwrapping All Our Models Part 4
Lecture 5: Unwrapping All Our Models Part 5
Lecture 6: Placing Our Objects in the Right Location
Lecture 7: Unwrapping Our Remaining Models
Chapter 5: Baking & Texturing
Lecture 1: Creating Our Painted Metal Material Part 1
Lecture 2: Creating Our Painted Metal Material Part 2
Lecture 3: Creating Our Painted Metal Material Part 3
Lecture 4: Start Baking Our Pipes
Lecture 5: Finish Baking and Setting Up Our Scene in Substance Painter
Lecture 6: Texturing Our Pipes Part 1
Lecture 7: Texturing Our Pipes Part 2
Lecture 8: Texturing Our Door Part 1
Lecture 9: Texturing Our Door Part 2
Lecture 10: Finish Texturing Our Door and Preparing Unreal Export
Lecture 11: Texturing Our Corner Pipe and Exporting All Models
Chapter 6: Unreal Setup
Lecture 1: Creating Our Unreal Engine Project
Lecture 2: Start Creating Our Master Material
Lecture 3: Finish Creating Our Master Material and Adding Vertex Colors
Lecture 4: Finish Adding Our Vertex Colors and Start Creating Masks
Lecture 5: Creating Masks Part 1
Lecture 6: Creating Masks Part 2
Lecture 7: Creating Masks Part 3
Lecture 8: Creating Masks Part 4 and Fixing Door UVs
Lecture 9: Finish Setting Up Our Assets in Unreal Engine
Chapter 7: Level Design
Lecture 1: Designing Our Level in Unreal Engine Part 1
Lecture 2: Designing Our Level in Unreal Engine Part 2
Lecture 3: Designing Our Level in Unreal Engine Part 3
Lecture 4: Designing Our Level in Unreal Engine Part 4
Lecture 5: Designing Our Level in Unreal Engine Part 5
Lecture 6: Designing Our Level in Unreal Engine Part 6
Lecture 7: Designing Our Level in Unreal Engine Part 7
Lecture 8: Designing Our Level in Unreal Engine Part 8
Lecture 9: Designing Our Level in Unreal Engine Part 9
Lecture 10: Designing Our Level in Unreal Engine Part 10
Lecture 11: Designing Our Level in Unreal Engine Part 11
Lecture 12: Designing Our Level in Unreal Engine Part 12
Lecture 13: Designing Our Level in Unreal Engine Part 13
Lecture 14: Designing Our Level in Unreal Engine Part 14
Chapter 8: Lighting & Polishing
Lecture 1: Creating Our Light Asset Part 1
Lecture 2: Creating Our Light Asset Part 2
Lecture 3: Doing Our First Lighting Pass Part 1
Lecture 4: Doing Our First Lighting Pass Part 2
Lecture 5: Doing Our First Lighting Pass Part 3
Lecture 6: Creating Our Signs Part 1
Lecture 7: Creating Our Signs Part 2
Lecture 8: Creating Our Signs Part 3
Lecture 9: Creating Our Signs Part 4
Lecture 10: Start Placing Our Signs and Changing Our Pipe Colors
Lecture 11: Start Polishing Our Pipes Textures Part 1
Lecture 12: Start Polishing Our Pipes Textures Part 2
Lecture 13: Start Polishing Our Pipes Textures Part 3
Lecture 14: Start Working More On Our Lighting
Lecture 15: Polishing Our Scene and Start Creating Our Fusebox
Lecture 16: Creating Our Fusebox Part 2
Lecture 17: Creating Our Fusebox Part 3
Lecture 18: Placing Our Fuseboxes and Final Scene Polish
Instructors
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Victory3D LLC
Dedicated to Transforming The Way Artists Create
Rating Distribution
- 1 stars: 3 votes
- 2 stars: 5 votes
- 3 stars: 15 votes
- 4 stars: 37 votes
- 5 stars: 61 votes
Frequently Asked Questions
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