Realistic Fantasy Game Environment in Maya & Unreal Engine
Realistic Fantasy Game Environment in Maya & Unreal Engine, available at $64.99, has an average rating of 4.8, with 84 lectures, based on 124 reviews, and has 1504 subscribers.
You will learn about Blockout 3D environment for accurate scale and composition Proper way of baking and texturing Make believable tileable edge damages Create realistic rocks, grass, trees, and moss Create special effects like fog Lighting and setup in game engine This course is ideal for individuals who are Anyone who wants to boost their skills as an environment artist It is particularly useful for Anyone who wants to boost their skills as an environment artist.
Enroll now: Realistic Fantasy Game Environment in Maya & Unreal Engine
Summary
Title: Realistic Fantasy Game Environment in Maya & Unreal Engine
Price: $64.99
Average Rating: 4.8
Number of Lectures: 84
Number of Published Lectures: 84
Number of Curriculum Items: 84
Number of Published Curriculum Objects: 84
Original Price: $39.99
Quality Status: approved
Status: Live
What You Will Learn
- Blockout 3D environment for accurate scale and composition
- Proper way of baking and texturing
- Make believable tileable edge damages
- Create realistic rocks, grass, trees, and moss
- Create special effects like fog
- Lighting and setup in game engine
Who Should Attend
- Anyone who wants to boost their skills as an environment artist
Target Audiences
- Anyone who wants to boost their skills as an environment artist
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 a Senior 3D Artist at FlippedNormals. 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
Hello everyone! And welcome to this very exciting tutorial course on how to create a game environment from start to finish.
My name is Emiel Sleegers, I am a senior 3d environment artist who have years of experience working for AAA game studios and I will be your tutor for this course.
In this course we will go over on how to create a Realtime game environment completely from scratch.
That means that we will make it 100% from start to finish and we will have 95% of this tutorial in real time.
For this course we will be using Maya, Zbrush, Substance painter and designer, a tiny little bit of photoshop, marmoset toolbag, Speedtree and unreal engine 4.
I know, I know it might sound like a lot of programs but I will make sure that everything in this tutorial is easy to understand and follow.
Now, this tutorial is targeted towards intermediate artists, these are artists who are already familiar with the tools I just mentioned but just want to learn the workflows and techniques to creating a video game environment.
As a quick little overview.
We will start this course off with going over our reference and discussing on how we are going to create this environment.
We will then start by making a nice blockout of the environment so that we have accuracy in the scaling and composition.
We will first focus on the rocks since those are one of the main components in this tutorial.
This means we will first complete all the rock sculpts in Zbrush. Setup the low poly in maya and bake the rocks in marmoset toolbag.
Then we will create a rock material inside of substance designer and a special material inside of unreal engine to make the rocks look amazing. For this we also need to quickly create a special mask in substance painter which will give us control over the dirt amount and highlights of the rocks.
After we have done all that we will move on to our moss system, since this is probably the second most important thing in this environment.
I will start by creating a moss material inside of substance designer.
Then I will show you how to use this material to create both procedural moss and hand made fuzzy moss for all your rocks.
Finally, we will start by setting up our environment, doing lighting and composition passes. We will create some foliage inside of speedtree and placing it in our scene. We will create our temple building along with special tileable edge damages. And once we are happy with the entire environment, I will show you how to create some final portfolio screenshots and flythroughs.
If you follow this course you will have a very solid foundation and skillset to tackle almost any kind of game environment, no matter if it is organic or urban.
So why don’t you come and join me at victory3d and we can get this course started!
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction
Lecture 2: Going Over Our Reference
Chapter 2: Blockout & Sculpting
Lecture 1: Modeling Our Blockouts Part 1
Lecture 2: Modeling Our Blockouts Part 2
Lecture 3: Modeling Our Blockouts Part 3
Lecture 4: Modeling Our Blockouts Part 4
Lecture 5: Modeling Our Blockouts Part 5
Lecture 6: Setting Up Our Blockout in Unreal Engine Part 1
Lecture 7: Setting Up Our Blockout in Unreal Engine Part 2
Lecture 8: Setting Up Our Blockout in Unreal Engine Part 3
Lecture 9: Sculpting Our Round Cliff Part 1
Lecture 10: Sculpting Our Round Cliff Part 2
Lecture 11: Sculpting Our Round Cliff Part 3
Lecture 12: Sculpting Our Round Cliff Part 4
Lecture 13: Sculpting Our Cliff Edge A
Lecture 14: Sculpting Our Cliff Edge B
Chapter 3: Materials, Unwrapping & Baking
Lecture 1: Creating Our Rock Material Part 1
Lecture 2: Creating Our Rock Material Part 2
Lecture 3: Creating Our Rock Material Part 3
Lecture 4: Creating Our Rock Material Part 4
Lecture 5: Creating Our Rock Material Part 5
Lecture 6: Creating Our Rock Material Part 6
Lecture 7: Creating Our Rock Material Part 7
Lecture 8: Creating Our Moss Material Part 1
Lecture 9: Creating Our Moss Material Part 2
Lecture 10: Optimizing Our Rocks
Lecture 11: UV Unwrapping Our Rocks Part 1
Lecture 12: UV Unwrapping Our Rocks Part 2
Lecture 13: Baking Our Rocks
Lecture 14: Creating Our Rock Master Shader in Unreal Engine Part 1
Lecture 15: Creating Our Rock Master Shader in Unreal Engine Part 2
Lecture 16: Creating Our Rock Master Shader in Unreal Engine Part 3
Lecture 17: Creating Our Rock Master Shader in Unreal Engine Part 4
Lecture 18: Doing Our First Lighting Pass
Chapter 4: Moss, Floors, & Stones
Lecture 1: Creating Our Fuzzy Moss System Part 1
Lecture 2: Creating Our Fuzzy Moss System Part 2
Lecture 3: Creating Our Fuzzy Moss System Part 3
Lecture 4: Creating Our Floors Part 1
Lecture 5: Creating Our Floors Part 2
Lecture 6: Creating Our Floors Part 3
Lecture 7: Creating Our Floors Part 4
Lecture 8: Creating Our Floors Part 5
Lecture 9: Improving Our Rocks
Lecture 10: Creating Our Stone Pile Part 1
Lecture 11: Creating Our Stone Pile Part 2
Lecture 12: Creating Our Stone Pile Part 3
Lecture 13: Creating Our Stone Pile Part 4
Lecture 14: Creating Our Stone Pile Part 5
Lecture 15: Improving Our Moss
Lecture 16: Working on Composition Part 1
Lecture 17: Working on Composition Part 2
Chapter 5: Temple, Foliage, & Bridge
Lecture 1: Creating Our Temple Part 1
Lecture 2: Creating Our Temple Part 2
Lecture 3: Creating Our Temple Part 3
Lecture 4: Creating Our Temple Part 4
Lecture 5: Creating Our Temple Part 5
Lecture 6: Creating Our Temple Part 6
Lecture 7: Creating Our Temple Part 7
Lecture 8: Creating Our Temple Part 8
Lecture 9: Creating Our Foliage Part 1
Lecture 10: Creating Our Foliage Part 2
Lecture 11: Creating Our Foliage Part 3
Lecture 12: Creating Our Foliage Part 4
Lecture 13: Creating Our Foliage Part 5
Lecture 14: Creating Our Foliage Part 6
Lecture 15: Creating Our Bridge Part 1
Lecture 16: Creating Our Bridge Part 2
Lecture 17: Creating Our Bridge Part 3
Lecture 18: Creating Our Bridge Part 4
Lecture 19: Creating Our Bridge Part 5
Lecture 20: Creating Our Bridge Part 6
Lecture 21: Creating Our Bridge Part 7
Lecture 22: Creating Our Bridge Part 8
Lecture 23: Creating Our Bridge Part 9
Chapter 6: Tweaks & Polishes
Lecture 1: Working More on Our Composition
Lecture 2: Doing Our Final Lighting Pass Part 1
Lecture 3: Doing Our Final Lighting Pass Part 2
Lecture 4: Creating Our Corner Damage Part 1
Lecture 5: Creating Our Corner Damage Part 2
Lecture 6: Creating Our Corner Damage Part 3
Lecture 7: Doing Our Final Polish Part 1
Lecture 8: Doing Our Final Polish Part 2
Lecture 9: Doing Our Final Polish Part 3
Lecture 10: Doing Our Final Polish Part 4
Instructors
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Victory3D LLC
Dedicated to Transforming The Way Artists Create
Rating Distribution
- 1 stars: 0 votes
- 2 stars: 1 votes
- 3 stars: 10 votes
- 4 stars: 28 votes
- 5 stars: 85 votes
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