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Learn the ART of Video Games

Learn to create game environments. Draw concept art, create 3D models, texture in Substance Painter and build in Unity.
Instructor:
Kevin Oxland
3.576 estudiantes matriculados
English [Auto-generated]
At the end of the course, the student should have a solid understanding of art fundamentals, the complete video game art pipeline and how to take a concept image and turn it into a 3D scene that is game ready.

Creating environment art for video games can be a technical endeavor, but at its core, it’s an art form. Simply pulling assets from an online store, and dropping them into an off the shelf game engine isn’t enough in today’s competitive industry. You need fundamental art skills, and if you want to stand out from the crowd… you need to create your own art and present your skills.

With 30 years of game development experience in an art and design capacity, I will show you, from an artist’s perspective, how to create your own game ready 3D scene from scratch, as if you were working in an industry studio. You will start literally from  a blank page, go through art fundamentals and the whole asset creation process, and use that knowledge to construct a visually stunning 3D game environment presented in Unity. You will create every asset yourself. You will not be using library assets.

Creating art is at the heart of this course, but creating visuals is not just about the art, it’s also about the ideas and the design that spawn the art. You will start at the beginning, at the design phase, and learn how to extract art related information from a game design document and create a map for your scene.

  • Create an art brief for your own project.

  • Create a Map / Level design.

To create stunning concept art, you need a firm understanding of art fundamentals. 

  • The Horizon Line

  • 1, 2 and 3 point perspective

  • Light, shadow and value

  • Color

I will then take you through the process of creating concept art, and show you techniques you can use to create quick speed paintings based on the fundamentals you have learned.

  • Create Concept art from scratch

You will break down the visual brief and the concept art into assets and create a plan to build them yourself to a professional standard. With that behind you, you will move into the biggest part of the course, building your scene.

  • Learn to use 3DS Max and Substance Painter.

  • If you’re a beginner, I will teach you how to use 3DS Max, an industry standard modelling package. If you’re intermediate and you know how to use it, you can skip this part. But once you’ve mastered the basics, you’ll begin creating a white box environment based on the design and the concept in previous lectures. 

  • Create white box environments using basic modelling techniques.

Finally we’ll move into more advanced  modelling and UV mapping techniques, and build ALL the components for our scene, using our white box as a guide. We’ll create PBR textures in Substance Painter; export everything from 3DS Max, and drop it into Unity where we’ll build the scene using the assets you have created.

  • Create detailed, final assets

  • UV Map

  • Create textures in Substance Painter

  • Build and light the scene in Unity

This course is perfect for anybody seriously wishing to pursue a career as an environment artist in the games industry and would like to experience the process and pipeline from scratch.

It’s suitable for beginners to Intermediate levels.The more advanced artists may find that you’re going over old ground in some areas, but it can still be a worthy refresher course. Over time, the course will get regular updates and keep on trend with industry techniques and standards. New content will also be added in the future.

This IS NOT an animation course and it IS NOT a character modelling course. Both of those are very specific disciplines within the game industry, and here, we are primarily focusing on highly detailed, quality, environment creation.

Start Here

1
Introduction

Welcome to the Course

What to Expect

1
Course Structure

The structure of the course in more detail.

2
Software You Will Need

A quick run through of the software you will need for the course.

3
Hardware You Will Need

A brief overview of the hardware you may need.

4
Join our Facebook Group

Be sure to join our facebook group...

5
CREDITS

Visual Design

1
Visual Design Introduction

In this section you will learn what a game designer will contribute to your scene, and how it will guide your art, both as a concept, and subsequently in the 3D scene.

2
Visual Design Brief

Now you will create, and step through a section from a game design document (GDD) pertaining to the scene you are going to create.

3
The Game Map

Let's take a look at how we construct an initial 2D level map...

4
Design Challenge

Create your own Visual Design Brief using the blank template I've provided.

5
Design Conclusion

A look back on what you have learned in this section.

Art Fundamentals

1
Art Fundamentals Introduction

Concept Section Overview

2
Composition and The Golden Ratio

A look at different techniques for composition and where it started.

3
Vision Field

A look at a human's eyeline and virtual canvas in relation to the horizon line.

4
Horizon Line

What is an horizon line in art terms?

5
1 Point Perspective

Here you will learn one point perspective.

6
2 Point Perspective

Here you will learn two point perspective.

7
3 Point Perspective
8
Vainishing Point Is Off The Page

Here you will learn how to draw perspective lines when the vanishing point is off the page.

9
Colour Terminology

A look at the vocabulary I will be using to describe colour and shade.

10
Value and the Colour Wheel

Let's take a look at what value is, and how to use value with colour.

11
Perspective Challenge
12
Fundamentals Conclusion

Conclude what you have learned in the art fundamentals section.

13
A Fundamental Quiz...

Creating Concept Art

1
Concept Art Introduction

An Introduction to teh section on concept art.

2
Visual Style

A look at various game art styles that will help you think about your own art style.

3
Some Sketching Exercises.

Thinking in shapes: A useful tip to remember before you begin your thumbnail.

4
Gather Reference Material

An important part of concept art is to gether reference images for your subject.

5
The Thumbnail Sketch

Here we start simply with the basics, while retaining the fundamentals.

6
Your Next Assignment:

For your assignment, create a thumbnail sketch of your scene, and show the community.

7
Blocking Out Initial value in the thumbnail

Learn how to value to the thumbnail to get quick, inital atmosphere.

8
Going Big, and Blocking Out Shapes

Learn how to transistion from gthe thumbnail to a much larger image size.

9
Adjusting Shape, Composition and Value

Learn how to adjust the shapes, composition and value in your scene. It's never too late to make changes.

10
Progress Update

A quick update of progress.

11
Adjusting Value and Adding Texture

Continue to adjust value and add texture to your drawing.

12
Adding Detail and Color

Learn how to add colour to your concept.

13
Create Supplement Drawings / Studies

Create additional sketched and drawings to aid the 3D artist visualise the object.

14
Further Reading: ART Books

Continue to studdy art fundamentals with these two books.

15
Concept Art Conclusion

A look back on what you have learned in this section.

16
Concept Art Quiz

3DS Max Overview

1
3DS Max Introduction

An overview of what we will learn in this section.

2
Downloading and Installing 3DS Max

Download and install 3DS Max from the Autodesk website.

3
3DS Max Viewport Layout

In this lecture, you will learn how to manipulate the viewport layout in 3DS Max.

4
3DS Max GUI

In this lecture, you will learn the layout of the Graphical User Interface (GUI) of 3DS Max.

5
3DS Max Control and Keyboard Shortcuts

Here I will teach you how to control the elements within 3DS Max using the mouse and keyboard.

6
3DS Max Configuration Set Up

In this lecture, we set up 3DS Max to export in the correct scale.

7
3DS Max Overview Conclusion

A look back on what you have learned in this section.

8
A 3DS Max Quiz

Setting Up Unity

1
Setting Up Unity Introduction

A look at what you will learn in this section.

2
Downloading and Installing Unity

In this lecture, we walk through the directory structure required for this course.

3
Setting Up Your Project and Scale In Unity - Import Your First Model

Here, we jump into Unity and set up the scale and project ready to begin adding to our scene.

4
Max to Unity Challenge

In this lecture, I reveal a small technical glitch when moving objects from Max to Unity, and challenge you to discover it.

5
Setting Up Unity Conclusion

Rounding up what you have learned in this section.

Modelling Basics

1
Modelling Basics Introduction

A look at what you will learn in this section.

2
What is a Vertex and an Edge?

In this lecture you will learn some of the basic building elements of 3D Models.

3
Triangles, Quads and Topology

In this lecture you will learn some of the basic building elements of 3D Models.

4
Backface Culling

In this lecture, I teach you how polygons are drawn in a game engine.

5
Normals and Flipping Normals

In this lecture, you will learn what a 'Normal' is and how you can flip them.

6
Transforms: Move it, Rotate it and Scale it

Here I will teach you how to use the controls of 3DS Max.

7
Edge Loop and Extrude

In this lecture, you will begin to learn modelling techniques, starting with loop and extrude.

8
Extrude Along a Curve

In this lecture you will learn how to extrude a shape along a curve.

9
Primitives, Mesh and Poly Mode

In this lecture I explain the differences between Max's various model types.

10
Smoothing Groups

He I teach you what smoothing groups are, and the importance of them in the final look of your model.

11
Xform - Everything Is Not As It Seems

Here you will learn some of the hidden secrets of 3DS Max, and how to overcome them.

12
Challenge: Create A Basic Model

In this lecture I challenge you to build a basic model using all the techniques we have previously learned.

13
Challenge Solution: Basic Model

Here is show you the solution to the previous challenge.

14
Modelling Basics Conclusion

Rounding up what you have learned in this section.

15
Modelling Basics Quiz

White Boxing

1
White Boxing Introduction

A look at what you will learn in this section.

2
Unity Challenge Solved

In this lecture, I show you the result of the technical glitch highlighted in the previous section.

3
Breaking Down the Concept

In this lecture, you will learn how to break down concept art into an asset list.

4
Build Simple, White Box Props: Part 1

In this lecture, you learn how to start building simple, low poly, white box props to use in your white box scene.

5
Build Simple, White Box Props: Part 2

In this lecture, you to build simple, low poly, white box props to use in your white box scene.

6
Gathering Reference Material

Here we discuss the importance of reference gathering and piracy.

7
Build an Oak Tree: Use Soft Selection

In this lecture, you continue building simple, low-poly, white-box objects to use in your white box scene.

8
Challenge: Build a Second White Box Oak Tree
In this lecture, you continue building simple, low-poly, white-box objects to use in your white box scene.
9
Using Freeform on the Second White Box Oak Tree

In this lecture, you continue building simple, low-poly, white-box objects while learning to use the Freeform tools.

10
Build Various White Box Trees: Using Curves

In this lecture, you continue building simple, low-poly, white-box while learning to use curves.

11
Hut Main Structure: Using Poly Cut: Part 1

Here you begin work on the white box main feature, while learning to use Poly Cut.

12
Hut Main Structure: Using Poly Cut: Part 2
Here you begin work on the white box main feature, while learning to use Poly Cut.
13
Hut Roof, Chimney: Using Isolation Mode

Here we build the chimney, while learning how to isolate objects.

14
Hut Porch, Steps and Hand Rail

In this lecture, we work through how to build various elements of the hut.

15
Hut Door: Pivot Positioning and Animation

In this lecture, you learn a little glimpse into the animation system.

16
Rocks: Flagstone Slabs (steps)

Here we learn how to shape simple flagstone shapes to use in your white-box scene.

17
Rocks: Using FFD and Noise: Part 1

In this lecture, I teach you how to use FFD and Noise features to help shape your rocks.

18
Rocks: Using FFD and Noise: Part 2 + Challenge

In this lecture, I continue to teach you how to use FFD and Noise features to help shape your rocks.

19
White Box Final Rocks

In this section, we round up the final rocks needed for our scene.

20
White Box Modelling Conclusion

Rounding up what you have learned in this section.

21
White Box Modelling Quiz

Building White Box Scene in Unity

1
Building White Box Scene Introduction
A look at what you will learn in this section.
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