Info:A Complete Course that teaches how to easily create a simple Stylized Outdoor Environment from start to finish. Fully Narrated Step by step instructions on how to model, sculpt, texture, and put everything together into a scene with Unreal Engine 4.
Gumroad – How to Make a Stylized Outdoor Environment from Start to Finish
You get:A Complete Course that teaches how to easily create a simple Stylized Outdoor Environment from start to finish. Fully Narrated Step by step instructions on how to model, sculpt, texture, and put everything together into a scene with Unreal Engine 4. Details:_Over 20 Instructional Videos on how to model, texture, and set everything up in Unreal Engine 4_Access to all the models(in .fbx format) plus all textures(in .tga format) used during the course._Unreal Engine 4 project with all corresponding files._Lighting video Tutorial with step by step narrated instructions on how to light this scene with Unreal Engine plus general lighting tips.Covered Topics:_Model and UV using the latest version of Autodesk Maya._Sculpting using the latest version of Zbrush._Texturing with Substance Painter._Creating Procedural Materials using Substance Designer._Exporting and Importing Models and Textures to Unreal Engine 4._Creating Materials and Blueprints with UE4._How to Make Terrain with Blend Materials ._How to Make Simple Flowing Water in UE4._How to Make and Add Wind Movement to Foliage/Grass in UE4._Preparing Models for Baked Lighting in UE4._Lighting the Final Level and Taking Screenshots.Watch online or Download for FreeHow to Make Stylized Smart MaterialAdding metallic layerHow to Make a Stylized Smart MaterialSmart_material_model.spp.7z
Since one of my main aims was to utilize trim sheets as much as possible with this project, I actually focused on creating the trim sheets and tileable textures first. Once I had a set style of texturing down I made sure to create the main utilized textures which were the tileable stucco brick, tileable wood roof, and the wood trim sheet. At first I roughly UV mapped the block-in assets and applied the materials in UE4 just to get an idea of how they looked in the engine. I then started slowly going through the blockout models and started refining them to their final form. One thing that helped my overall scene was an 80 Level article from Taylor Harris ( -an-animated-stylized-house-diorama-in-substance-unreal/). He has a 10-minute video about matching the perspective and composition of your concept. His trick of setting up a plane with the concept image applied in front of the camera in Unreal along with a panning mask helped me nail the final look of the piece.
David Ariew (00:14): Hey, what's up, I'm David Ariew and I'm a 3d motion designer and educator, and I'm going to help you make your renders better. In this video, you'll learn how to use specific light sources to enhance your renders and draw the eye. Enhance exterior lighting with a combination of HD arise, daylight and motivated area lights, cell scale with smaller pools of light use light linking to only aluminate specific objects and avoid front lighting or shots. If you want more ideas to improve your renders, make sure to grab our PDF of 10 tips in the description. Now let's get started. So this might be a controversial statement. If you're lighting with HDRs alone, you're doing it wrong. You need to stop lighting with HD rise. Only HD your eyes are baked lighting solutions, meaning two things. First off, you can only rotate them. And that limits your flexibility. And second, all the light from an HTRI is from an infinite distance away, meaning that you can never go in and light specific objects in your scenes or pull lights closer or further away from those objects.
David Ariew (03:04): Again, starting with an H dry doesn't do much. Even if we crank the power, it's just flat. Here's what it looks like. Once we add in all the neon signs, then I add in a purple sun, which gives some nice shafts of directional light. And now here's adding in some area lights between the buildings to bring out some of the details in the alleyways and add in some more color. Here's a few additional lights to hit the metal awnings of some of the stores. And now here's some lights to boost the background volume metrics. Then we've got some lights to bring out the interiors of several of the shops. And here I'm enhancing the balconies a bit with some warm lighting, but not too bright, or it'll be distracting and pull the eye too much to the foreground. And finally, here's some additional warm, cold and pink highlights on the walls and awnings lighting with area lights can make all the difference in selling the scale of a scene to, for instance, here in the shot from Coco, we buy that this is a huge environment because of the literal tens of thousands of lights going on. 2ff7e9595c
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