Submarine Interior Game Environment Creation in Blender

所在平台: Udemy

课程主页: https://www.udemy.com/course/submarine-interior-creation/

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课程名称:Blender中的潜艇内部游戏环境创作 课程概述: 本课程由Emiel Sleegers讲授,他是一位对视频游戏充满热爱的环境艺术家,目前在育碧工作。他曾参与AAA级游戏的开发,如《极限竞速:地平线3》和《全境封锁2》。Sleegers深受《最后的生还者》的启发,选择了游戏行业作为职业。对于初学者,他建议专注于自己热爱的游戏领域,并在其中不断提高。 课程信息: 在这个激动人心的教程中,学生将学习如何使用Blender、Substance和Unreal Engine 4,从头到尾专业地创建一个适合游戏的潜艇走廊。课程内容包括: - 详细建模模块化墙体,构建走廊。 - 使用高到低多边形建模技术建模模块化管道,以构建场景中的管道网络。 - 创建小型资产,如金属门、标志和熔断器盒,以美化场景。 建模完成后,我们将进入Substance Designer,创建可平铺的金属涂层纹理,并应用于墙体和其他资产。接着,学生将高多边形和低多边形资产导入Marmoset Toolbag,进行资产烘焙和生成纹理贴图。在Substance Painter中为资产上色,并生成特殊遮罩,结合Unreal Engine 4中的自定义着色器,动态改变资产的颜色和污垢程度。最后,所有准备就绪后,课程将指导学生导入所有资产到Unreal Engine 4,构建关卡,创建光影效果和后期效果,为场景增添最终润色。 该课程旨在教授多项技巧,帮助学员提升环境艺术的技能,并鼓励他们不断学习和成长。让我们一起行动,致力于成功,开始这一精彩的课程吧!

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Instructor InfoEmiel 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 InfoIn 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.

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