Unreal Engine 5 - 3D Game Art Fantasy Swords - Niagara VFX

所在平台: Udemy

课程主页: https://www.udemy.com/course/unreal-engine-5-3d-game-art-fantasy-swords-with-bonus-vfx/

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课程简介

课程名称:虚幻引擎5 - 3D游戏艺术幻想剑 - Niagara VFX 课程概述:欢迎参加这门创建您的第一把游戏艺术剑的综合课程。我们将带您从零开始制作100%适合游戏使用的剑,适合完全初学者,未来还将添加中级和高级技能和剑的制作方法。课程包括在Maya中进行3D建模和UV展开,在Substance Painter中进行烘焙和纹理处理,以及将炫酷的视觉特效集成到虚幻引擎5中。即使您从未使用过这些软件,我们都会详细讲解,包括如何导航和热键。 所有剑的设计将优化为实时友好,确保低多边形和干净的艺术风格。所涵盖的3D模型和视觉效果经过优化,即使在大型多人游戏中也不会影响帧速率。我们将使用行业标准软件,但如果您更熟悉其他软件(如Blender),也能顺利跟进。课程涉及最佳实践和优化,我们将讨论如何利用简单的几何形状制作出迷人的武器和道具。 课程的附加视觉特效部分将使用虚幻引擎5的Niagara下一代VFX创作系统,这是一种可视化粒子系统,解放了视觉特效艺术家,无需编程。您还将在虚幻引擎的节点编辑器中创建您的第一个材质。课程将指导您制作暗影剑和最终的闪电剑效果,使武器更加生动,充满魔法感。 在课程中,您将学习如何为游戏创作武器和道具,适用于第一人射击游戏、角色扮演游戏、MOBA等多种类型。课程内容包括:结构化文件管理、在Maya中设计武器、UV展开、使用Substance Painter进行细致纹理处理,以及在虚幻引擎5中实现视觉特效。 购买课程后,您将获得一个专门为该课程制作的资产包,包括完成的3D模型、VFX Uassets、纹理文件及其他相关资料。此外,课程还提供Discord社区,方便您提问并获得反馈。 这门课程旨在帮助初学者和中级学生,无需任何前置知识即可开始。如果您对游戏开发感兴趣,加入我们,一起提升您的3D艺术技能!随着课程内容的增加,您将能够制作出令您自豪的剑和道具,并为它们添加令人惊叹的特效。快来注册课程,投资您的未来游戏开发事业吧! 课程创建者:Baka Bros Entertainment的创始人Daniel及VFX艺术家Amelia。

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课程详情

Welcome to the definitive course on creating your first game art sword from scratch all the way into Unreal Engine 5. In this thorough course, we will create 100% game ready swords geared for complete beginners and will be updating the course to add more intermediate and advanced methods and swords. Complete with 3D modeling and UV unwrapping in Maya, baking and texturing in Substance Painter, and implementing awesome VFX on your sword into Unreal Engine 5. Even if you've never used any of these software packages before, we go through everything like navigation and hotkeys. All of the swords are built to be real-time friendly, expertly crafted, super low poly, scalable, clean art. The 3D models and visual effects we will cover are optimized to not affect frame rate even in large games with multiplayer.We use only industry standard software, but if you are more comfortable with other softwares such as Blender, you should be able to follow along just fine. A lot of what we cover is best practices and optimization. We go over how even using simple geometry, you can make some really cool weapons and props. Substance Painter is by far the most awesome 3D texturing software on the market and you can usually get free trials and student discounts.For our extra visual effects content, we use Unreal 5's Niagara next generation VFX creation system. It's a visual particle system that utilizes modules, freeing the VFX artist from any need of programming. You also create your first materials in Unreal's node-based editor. And we go over how to make a dark shadow sword and a final lightning sword effect, both of which makes your weapons really pop and feel enchanted. This is how you create an arsenal for your game and make each swing more satisfying for the player. These steps can to be used to make any props for any games like first person shooters, RPGs, MOBAs, or any kind of game that needs cool weapons for combat or awesome story driven props.Starting out with a basic weapon then adding VFX can be something that comes from character buffs, enchantments, or rare props and items. All major games with combat systems use tons of visual effects for impact and to get players excited to start swingin'.When you purchase this course, you will be provided an asset pack with assets specifically made for this course. If you get stuck at any point, you can check out our files for your notes to more easily follow along. No need to worry about anything as its all provided for you. This includes:Finished Swords 3D Mesh assets Unreal Engine 5.4 VFX UassetsFinal PNG TexturesCore Autodesk Maya 2024 FilesCore Susbtance Painter FilesCore ZBrush FilesCore Photoshop FilesAny VFX Textures and FlipbooksCore Krita FilesWe also include our Discord community where we have a Course QandA Forum for you to ask any questions, get feedback on your work, and check for questions already answered. As we expand the course, we will be going over more advanced swords with more detail and multi layered VFX, so it will scale in difficulty as you improve your game art skills.In this course, we will be covering the following topics:Beginner SectionDownloading the asset pack in the resource folderCreating our first folder system base which helps keep our files organized (It's very easy to lose track of all of your files if you don't stay organized)Downloading the best industry standard art reference softwareHow to crop images and pack them together, add text labels to organize your reference board, and scale the software windowHow to move the software window around to make sure it always stays in front of your current software but not in the wayDownloading the best Auto Smoothing Mel script (For all of our Maya users. But don't worry you will never have to code in this course)Start with the basics in Maya 2024 where we'll learn how to navigate around in our Maya scene, explore the main UI options, move the camera around, and spawn 3D objectsLearn how to manipulate geometry using Maya's widget and core quick menu system. This allows us to shape geometry however we want with faces, edges, and vertices. We'll also go over fast ways to select multiple faces all at once rather than one at a time3D modeling practice lecture: step-by-step guide on how to model a snowman, using Maya's outliner, duplicating and resizing meshes to model faster, cutting into geometry with the multicut tool, and using extrusions to make a top hat for our snowman3D MODELING THE FIRST SWORD SECTIONWe then spawn a cube and start modeling the first swordActivate and use symmetry which helps shape both sides at once, cutting your work in half on many props We also go over how to fix symmetry if it's brokenWe then dig deeper into Maya's options while modeling the handle and handguardWe go over how to use the primitive mesh inputs menu, making it easy to optimize our polygons quickly using subdivision slidersHow to delete geometryExtrude and taper the handguard for a more stylized flairHow to mirror geometry in the right directionWe then go through one of the hardest parts of making assets for many which is the UV unwrapping stage in Maya's UV editing tabTexture resolution discussionUse shaded mode to quickly check for UV overlappingManipulating UV shellsHow to use my favorite UV tool "Camera Based" on your modelsMirror geometry to our advantage to share UVs with both sides of the 3D modelPacking all of the UV shells into one sheet ready for texturingThe fastest and easiest ways to make clean UVs to help you get past this step like a proCreate new materials for our swordsRenaming our materials and proper naming conventions that game studios will expectReduce file sizes and fix some Maya errorsSetup incremental saves so that it always saves to the same folder directoryActivate auto saving incase Maya crashes or your file becomes corrupted so we will have backupsSubstance Painter basics to learn how to setup a new project sceneWhat options to use in Substance depending on your resolution needsWe then go over basic navigation in Substance Painter with the 3D and UV scenesWe learn how to go back to Maya to make edits and reimport back into Substance Painter without having to start a new projectHow to bake mesh maps, and learn the importance of baking and best settingsWe learn about the layers tab which is where the texturing magic happensCreate folders for each piece of our sword, then add base colors to each pieceUse Substance Painter's awesome masking brushesFast shortcuts to be able to texture a 3D mesh quicklySave time by duplicating base colors and putting them into other foldersHow to use Substance's color picker and color wheel settingsHow to soften and harden 3D mesh edges to give it a chunky metal feelExporting textures and understanding the basics of Substance Painter's Output Template texture nodes and global settingsWe learn how to export only the textures that you want and save them to your folder systemWe discuss the differences between the two most popular texture types and why you might use one over the otherWe learn proper texture naming conventions, important in large projects to be able to find everything as your game scalesEXTRA VFX SECTIONWe then move on to the extra VFX portion to make our sword look even cooler! We first go back into Maya to combine all of our sword pieces into one and export it outDuplicate the blade mesh that we will use for lightning and dark magic VFXWe learn how to change the UVs to adapt it for VFX and why its important to export it separately from the swordWe'll next go into Unreal Engine's website to download and install the engine and the Epic Games Launcher clientHow to get the current latest version of Unreal Engine, which is 5.4, and start a new project.We'll then go over basic navigation in UnrealWe will learn the main importing options needed to bring in our sword meshesHow to create a material using Unreal's Material Editor Graph with our exported textures from Substance PainterWe'll have an overview of Niagara's viewport and navigationWe'll discuss the difference between a system and an emitter in NiagaraWe create the three emitters that will be used for the sword VFXWe'll then do a brief overview of the translucent and additive material blend modes and a little bit on bug troubleshootingWe discuss how to change the size and colors of the mesh in NiagaraWe learn how to customize preview scene settings to your preferencesWe will add a cool glowing edge to our blade to help make it stand outWe'll then start building our lightning material base using the Noise node, one minus node, and panner nodeWe'll go over keyboard shortcuts to make your workflow fasterThen we learn how to manipulate UVs inside the material editor.We learn how to use a sine wave node in the material editor to create more interesting movementHow to quickly change the lighting within our sceneWe cover system and emitter lifetime settings, something that can be tricky but is key to understand for VFXHow to correct rendering order when you are using multiple materials of the same type so nothing is hiddenWe go over coloring our sword darker with materials, showing what changes we made from the lightning swordHow to change our lightning sword into a dark evil sword VFXThis is just the first part of our three-part course. We will send out announcements when we begin updating the second intermediate sword and the third advanced sword! So make sure to buy the course early before we add the next sections to get the best price!But for now we got some swords to blacksmith, some buffs to cast, and skills to attain. We have a community of developers and level up your game art from beginner to pro level. Get help and feedback from our team to build up your art portfolio.This course is geared toward beginners to intermediate students. You don't have to have any previous knowledge of Maya, Substance Painter, or Unreal to get started. If you are interested in other learning resources, we have other Udemy courses as well as hundreds of videos and livestreams on our YouTube channel, Baka Bros Entertainment, where we are actively making our debut indie game, Chaos Kart!If you're ready to have some fun making awesome weapons, props, and VFX, get ready to learn a ton and let's get to smashing barrels and cutting down our foes! This course is going to be our biggest and best course yet! And we are super proud of the work and polish being put into the Unreal Engine 5 - 3D Game Art Fantasy Swords - Niagara VFX course. We have put months into recording and editing this course together and we hope you love it. After taking this course, you will be able to make any style of swords and props you can imagine, and be able to add awesome VFX to them. This will be sure to make you stand out as a 3D artist.Join the course to invest in yourself and your future game development career.Cya in the course!- Daniel, founder of Baka Bros EntertainmentAnd- Amelia our VFX Artist (Daniel's wife!)

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