Complete Modular Environment in Unreal Engine 5

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Do you want to learn about Modularity in Environment Art?
Then I welcome you to Nexttut education's Complete Modular Environments in Unreal Engine 5 course.

WHY SHOULD YOU LEARN FROM ME:
My name is Arash and I have been a 3D character artist for games for some time now. I have a background in teaching Game-Art related content and I feel confident that you are going to learn a lot from this course.

By the end of this course:
● You will have the knowledge to create Modular Environments

● You will be able to create a decent game environment

WHAT WILL I LEARN:

● Modular Theory and Systems

● Creating Tiling materials and variations

● Working in UE5 to create game environments

● Creating Second UV masks to add more detail in materials

IS THIS COURSE RIGHT FOR ME:
● This course is for students who know something about environment art and want to learn more new techniques

● The course is also for artists who want to speed up their workflow in Modular Environment Creation for Games and improve their skill in making good-looking yet. Performant levels.

WHO IS NOT THE IDEAL STUDENT:
This course is not designed for 3D beginners

WHAT SHOULD I KNOW OR HAVE FOR THE COURSE:
I expect you to have some sort of basic software experience, in Unreal Engine 5, Blender, Zbrush, Substance Painter, and Substance Designer.

JOIN ME NOW:
So if you want to make Modular Environments for Games, then join me now, and take your skills to the next level. Don't forget that investing in yourself will pay for the rest of your life. Hope to see you in the course.
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Me what I have done is I created lot and lot of kits using Houdini, what's great with it is that you just create a digital asset and add variables that will tweak the work. and then use the wedge overnight and when you wake up you have easily a thousands of different kits.

Explanation:
- I make differents displacement map using mixer (can also use photoshop or substance painter)
- make a "script" in houdini that will make simple wall with doors and windows
- Then add many parameters so that i can have wall of different sizes, x amount of windows, doors ect.
- Displace the walls using the maps I made earlier

Now what's great is that I can then run a wedge and tell how many kits I want with how many variations ect and run the program overnight and in the morning I have literally thousands of kits saved in FBX in my computer with texture maps, textures masks ect... And that wedge thing I add a python script so it will create a Json file with all the kits, size, path ect so when I put them into unreal, I have literally nothing to do, the PCG will take care of it

joantonio
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Bought the course! Super inspired to go through the process. Also I like your attention to all small details. Thanks for the work!

kiantales
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I was skeptical about this course but after 40 minutes I am pretty sure I'll buy it. Finally not only modelling but even some theory behind it. But one thing puzzles me and I am not sure how to handle it - how to approach when I want the building to be painted in Substance Painter? Theoretically I can make the texture using one module but secondary and tertiary details play important role. Material differences and details like dirt, dust etc. are what makes each part of the building unique. Are you focusing even on that in your course? Or can you recommend me another source to get this knowledge?

Jungheinz
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Have it for while and I do recommend it!

skeletonking
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can I take the course without looking at the material on substance designer?

ДимДимыч-сч
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Great work!what do you think about using cubes instead of planes for the walls?

memeproductions
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43:23 Just adding a timestamp for myself for later

SkemeKOS
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Have it for while and I do recommend it!

skeletonking