Uartsy - Environment Creation in Unreal Engine 4

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Uartsy - Environment Creation in Unreal Engine 4 (Size: 9.5 GB)
  01 Blocking In a Hallway Asset.m4v 54.9 MB
  01 Calling Out Unique Assets.m4v 29.7 MB
  01 Creating Game Assets.m4v 41.9 MB
  01 Intro.m4v 33.3 MB
  01 Introduction and Project Setup.m4v 42.8 MB
  01 Introduction to Texel Density.m4v 65.5 MB
  01 Introduction.m4v 66.6 MB
  01 Setting up Material Shading Atributes in Unreal4.m4v 118.9 MB
  01 Stacking UVs in UV Layout Part 1.m4v 41.1 MB
  01 Understanding Light Maps.m4v 47.7 MB
  02 Fixing Overlapping Uvs.m4v 51.6 MB
  02 Introduction to Map Sizes.m4v 33.2 MB
  02 Modeling Interior Bulkheads.m4v 104.7 MB
  02 Modeling the Level Design Kit Part 1.m4v 82.6 MB
  02 Modeling with Concept Reference.m4v 31.4 MB
  02 Relaxing UVs.m4v 66.4 MB
  02 Setting Up Zbrush Scene.m4v 46.4 MB
  02 Setting Up the Tarp in Marvelous Designer.m4v 21.7 MB
  02 Spline Modeling Game Assets P1.m4v 24.7 MB
  02 Stacking UVs in UV Layout Part 2.m4v 59.9 MB
  03 Adding Detail to Tiles.m4v 19 MB
  03 Bringing the tarp into 3DS Max.m4v 24.6 MB
  03 Creating a Lock Mechanism for Our Hatch.m4v 70.6 MB
  03 General Guidelines for Enhancing Resolution.m4v 51.4 MB
  03 Modeling the Level Design Kit Part 2.m4v 57.9 MB
  03 Offsetting Stacked UVs.m4v 63.5 MB
  03 Spline Modeling Game Assets P2.m4v 29.6 MB
  03 UVing Part 1.m4v 102.2 MB
  03 Understanding the Workflow.m4v 45.7 MB
  03 Up Resing Light Maps.m4v 85.9 MB
  04 Adding Detail to Tiles Part 2.m4v 42.3 MB
  04 Creating Small Assets For the Hatch.m4v 46.9 MB
  04 Detailing Game Assets P1.m4v 25.6 MB
  04 Modeling Montage.m4v 79.7 MB
  04 Modeling the Level Design Kit Part 3.m4v 90.8 MB
  04 Modifying the topology of the tarp in 3DS Max.m4v 45.5 MB
  04 Ripping Maps Using Xnormals.m4v 46.1 MB
  04 Texel Density Continued.m4v 68.3 MB
  04 Tweaking Light Map Resolution.m4v 65.7 MB
  04 UVing Part 2.m4v 51.3 MB
  05 Adding Detail to Tiles Part 3.m4v 37.4 MB
  05 Baking Tarp Maps In 3Ds Max.m4v 31.1 MB
  05 Checking Texture Scale.m4v 95.2 MB
  05 Continuing to Add to the Hatch Structure.m4v 58.5 MB
  05 Detailing Game Assets P2.m4v 21.4 MB
  05 Importance of Stacking.m4v 36.6 MB
  05 Introduction to Subdivision Modeling.m4v 55.4 MB
  05 Seeing your Model in a Practicle Sense.m4v 43.7 MB
  05 UVing Part 3.m4v 134.2 MB
  05 Unreal Lighting Overview.m4v 46.8 MB
  06 Adding Functional Ornate Details P1.m4v 24.7 MB
  06 Building Low Poly Models.m4v 97.5 MB
  06 Knowing your Industry.m4v 64.2 MB
  06 Lighting Summary.m4v 21.3 MB
  06 Modeling in Detail Pieces.m4v 64.5 MB
  06 Modifying the UV's of the tarp in 3DS Max.m4v 59.1 MB
  06 Premultiplying and Decimating the Mesh.m4v 34.4 MB
  06 Setting up for Texturing.m4v 49 MB
  06 Subdivision Modeling Part 2.m4v 46 MB
  06 UVing Part 4.m4v 53.7 MB
  07 Adding Functional Ornate Details P2.m4v 20.1 MB
  07 Adjusting the Tarp to Fit Over the Crate.m4v 29.7 MB
  07 Connecting and Positioning Assets.m4v 53.2 MB
  07 Generating UVs and Adjusting in Max.m4v 61.4 MB
  07 Layer Blending Options.m4v 59.6 MB
  07 Modeling Montage.m4v 72.5 MB
  07 Saving Out Each Panel.m4v 54.9 MB
  07 Spline Modeling.m4v 81.1 MB
  07 Subdivision Modeling Part 3.m4v 14.4 MB
  07 UVing Part 5.m4v 52.5 MB
  08 Baking out Maps with xNormals.m4v 43.2 MB
  08 Cleaning Mesh and AO Setup.m4v 47.7 MB
  08 Cleaning up AO and Map Size Discussion.m4v 65.8 MB
  08 Combining Geo.m4v 44.6 MB
  08 Constructing The Game Asset P1.m4v 32 MB
  08 Creating Texture Maps for the Tarp Part 1.m4v 31.1 MB
  08 Low Poly Modeling Continued.m4v 90 MB
  08 Modeling in Engineering Components.m4v 69.5 MB
  08 Modeling with Booleans.m4v 63.7 MB
  08 Rendering and Refining the Model.m4v 34.3 MB
  09 Adding Detail Quick using Boolians.m4v 42.1 MB
  09 Baking Texture Maps.m4v 35.5 MB
  09 Beginning to Pack UV Islands.m4v 45.2 MB
  09 Checking the Model and Breaking Repetition.m4v 48.3 MB
  09 Constructing The Game Asset P2.m4v 16.6 MB
  09 Creating Masks in 3Ds Max.m4v 66.3 MB
  09 Creating Texture Maps for the Tarp Part 2.m4v 31.5 MB
  09 Establishing a Base Material In DDO.m4v 33.6 MB
  09 Final Tweaks.m4v 29.8 MB
  09 Spline Modeling.m4v 32.6 MB
  10 Accurately Positioning Assets into the Scene.m4v 70.6 MB
  10 Adding Stains.m4v 59.1 MB
  10 Adjusting Existing and Creating new Handles Hinges and Bolts P1.m4v 43.9 MB
  10 Continuing to pack UVs.m4v 50.4 MB
  10 Creating Texture Maps for the Tarp Part 3.m4v 25 MB
  10 Introduction to Atlasing.m4v 42.6 MB
  10 Masking By Material ID.m4v 26.6 MB
  10 Modeling the Hallway Ceiling.m4v 176.8 MB
  10 Ripping and Adjusting Maps.m4v 54.2 MB
  10 What's Next.m4v 5.9 MB
  11 Adding Rust.m4v 45.2 MB
  11 Adjusting Existing and Creating new Handles Hinges and Bolts P2.m4v 17.1 MB
  11 Adjusting Scale.m4v 87.9 MB
  11 Applying Normal Map.m4v 57.8 MB
  11 Basic High-Poly Modeling Part 1.m4v 49.6 MB
  11 Bringing the Tarp Into Unreal.m4v 39.4 MB
  11 Implementing Atlasing.m4v 39.7 MB
  11 Implimenting more Structual Details.m4v 88.1 MB
  11 PBR Discussion.m4v 33.4 MB
  11 Packing More UVs and Tesselating the Object.m4v 46.5 MB
  12 Adjusting Values.m4v 63.9 MB
  12 Basic High-Poly Modeling Part 2.m4v 33.4 MB
  12 Checking the Model in Unreal.m4v 48.4 MB
  12 Creating a Roughness Map for the Tarp.m4v 28.5 MB
  12 Examples of Altasing.m4v 43.7 MB
  12 Layering Passes.m4v 46 MB
  12 Packing UVs and Baking Normals.m4v 66.5 MB
  12 Testing our Assets in Unreal4.m4v 103.6 MB
  12 Trouble Shooting DDO.m4v 28.7 MB
  12 UV'ing the Game Asset P1.m4v 32.2 MB
  13 Adding More Material Variation.m4v 34.3 MB
  13 Creating Detailed Iterations.m4v 97.6 MB
  13 Creating a Detail Map for the Tarp.m4v 43.9 MB
  13 Edge Creasing.m4v 124.7 MB
  13 Fixing the Pipe Bottoms.m4v 70.3 MB
  13 Furthers Showing the Speed of Atlas Texturing.m4v 35.6 MB
  13 Setting Up Collision Part 1.m4v 19.6 MB
  13 Tweaking UVs and Cavity Pass.m4v 65.6 MB
  13 UV'ing the Game Asset P2.m4v 53.2 MB
  13 Using Quixel Suite for Texturing.m4v 63.4 MB
  14 Adding Color and Texture Variation.m4v 59.3 MB
  14 Adding More Value Variation.m4v 65.2 MB
  14 Adjusting the Tarp Material in Unreal.m4v 32 MB
  14 Changing Colors.m4v 29 MB
  14 Continuing to Texture and Modeling Pannels.m4v 54.9 MB
  14 Creating Texture Maps For the Game Asset.m4v 35.5 MB
  14 Evaluating Surface Normals.m4v 104.5 MB
  14 Making an Atlas Texture.m4v 58.5 MB
  14 Setting Up Collision Part 2.m4v 29.9 MB
  15 Continuing to Model the Pannel.m4v 74.3 MB
  15 Creating a Roughness Mask.m4v 45.9 MB
  15 DDO Maps Explained.m4v 60.5 MB
  15 Detailing with a Color Overlay.m4v 56.5 MB
  15 Digging Deeper into Surface Normals.m4v 95.9 MB
  15 Modifying the Textures to Work Better in the Scene.m4v 43.8 MB
  16 AO Discussion.m4v 35.7 MB
  16 Adjusting the Scene's Lighting and Surface Attributes.m4v 97.6 MB
  16 Bringing the Scene into Unreal.m4v 43.9 MB
  16 Making Desings on the Fly.m4v 87.8 MB
  16 Plugging in New Maps.m4v 94.9 MB
  16 Stitching, Breaking and cutting UV's.m4v 76.1 MB
  17 Adding Dirt.m4v 32 MB
  17 Enhancing your Texture Detail.m4v 64.1 MB
  17 More UVs.m4v 68 MB
  17 Refining the Tarp's Edge.m4v 59.2 MB
  17 Setting up Light Maps.m4v 90.9 MB
  18 Adjusting Masks.m4v 31.5 MB
  18 Giving Grit to the Tiles.m4v 69.1 MB
  18 Modifying Scene Lighting and Assets Maps.m4v 52.1 MB
  18 Trouble Shooting.m4v 63.7 MB
  19 Adding Detail with ZBrush.m4v 62 MB
  19 Final Material Settings.m4v 166.9 MB
  19 Reworking the Crate's Emissive Texture.m4v 58 MB
  20 Integrating the Modified Crate and Adjusting the Scene's Lighting.m4v 63.3 MB
  20 Settingup Diffuse Detail and Normal Maps.m4v 50.5 MB
  21 Capturing a Screenshot.m4v 64.5 MB
  21 Placing the Tiles in UDK.m4v 101.7 MB
  22 Modifying the Spec Map.m4v 66.4 MB
  23 How to Achieve Photo Real Textures.m4v 35.2 MB
  24 Finalizing the Tiles.m4v 82 MB
  Project_Files.rar 297.8 MB
  ▲ 171 total files

Description


Using the lessons of this course, you will be able to create beautiful, next gen game environments using Unreal Engine 4 and other industry standard programs.

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

https://www.uartsy.com/course/environment-creation-in-unreal-engine-4