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Unreal Engine 4 – Learn How to Create a “Lost Road” scene

Go Even Further in Scene Creation.
Instructor:
Michael Gerard
1.113 estudiantes matriculados
English [Auto-generated]
Create 4K texture with Quixel Mixer
Create optimized models for realtime rendering with Speedtree
Add full of details without losing performance with Decals
Create Combined textures in Speedtree (Atlas) and Photoshop (RDAO/CRS/FHAO)
Configure Post Processing, Ligthing and get realistic rendering

(This course is a direct continuation of my other course”Unreal Engine 4 : Learn How to Create a Natural Scene”)

In this course we will go even further in models creation and a scene.

The purpose of this course is to show you that it is possible to create fully optimized models without ever leaving Speedtree.

With the textures available in Megascans library, we start with a powerful ally for our objective which is to create a “Lost Road” scene.

Beyond the simple model creations, I will show you how to create your own textures from Speedtree in order to create models from different textures you have chosen.

Speaking of texture, I will show you how to create combined one called “Atlas”. That will give you total control over the quality and otimization.

Once our vegetation finished, we will move on to creating textures such as grass, rock and soil, but also a clean road texture and one that is worse and worse, all on Quixel Mixer.

We will put all our creations in place in a final scene on Unreal Engine and I will show you how to add even more details without losing performance with decals.

If you want to create scenes to feed your portfolio or deepen your knowledge this course is for you.

Important note :

  • If you want to learn the basics of Speedtree or Quixel Mixer I recommend to begin with the previous course “Unreal Engine 4 : Learn How to Create a Natural Scene”

  • All the texture used in this course are not included to the project file. You must have a Quixel Licence to download them.. Of course you are free to use the ones you want.

  • A valid Speedtree license is required to use the software.

  • This course was created in version 4.22.3 and it is STRONGLY RECOMMENDED to use THE SAME version! If you choose to use another version, be aware that you may encounter possible errors not covered in this course.

Introduction

1
Overview Final Project
2
About Copyrights
3
Resources
4
Where to Start?

Unreal Engine 4 - Material Updates (Only if you follow the first course)

1
Update of Layers Function
2
Add Mask Variation
3
Update Biome Layers
4
Get Better Blending Automatic Material
5
Update of Enviro Master Material

Speedtree / Unreal Engine 4 - Pine Creation

1
Chapter Overview
2
Clusters Setup
3
Cluster Creation (Part.1)
4
Cluster Creation (Part.2)
5
Second Cluster Creation
6
Render as Textures
7
Atlas Creation
8
Trunk Creation (Part.1)
9
Trunk Creation (Part.2)
10
Adding Main Branches
11
Adding Secondary Branches
12
Top Tree Creation
13
Add Small Branches to the Trunk
14
Update Atlas
15
Add Moss to Small Branches
16
(Tips) Change Parent Curve
17
LODs + Wind + AO Configuration
18
Export and Test in UE4
19
Update of our Tree
20
Second Model Creation
21
Sapling Creation
22
Bush Creation
23
Final Export in UE4

Speedtree / Unreal Engine 4 - Dogwood Creation

1
Chapter Overview
2
First Cluster Creation (Part.1)
3
First Cluster Creation (Part.2)
4
Second Cluster Creation
5
Flowered Cluster Creation (Part.1)
6
Flowered Cluster Creation (Part.2)
7
Dogwood Atlas Creation
8
Bark Creation - Split Function
9
Adding Branches
10
Models Creation from Atlas Texture
11
Adding Leaves
12
Adding Moss
13
Branches Optimization
14
Ambient Occlusion, LODs and Wind Configuration
15
First Test in UE4
16
Creation of First Flowered Model
17
Creation of Second Models
18
Creation of Bush
19
Final Export in UE4 (Merged)

Speedtree - Remove Noisy Alpha (Speedtree Export)

1
How to Remove Noisy Alpha

Speedtree / Unreal Engine 4 - Ground Foliage Creation

1
Chapter Overview
2
First Grass Cluster Creation (Part.1)
3
First Grass Cluster Creation (Part.2)
4
Second Grass Cluster Creation
5
First Plant Cutout
6
First Plant Cluster Creation
7
Second Plant Cutout
8
Second Plant "Clear" Cluster Creation
9
Second Plant "Dark" Cluster Creation
10
How to Change Color Range in Photoshop
11
Third Plant Cluster Creation
12
Twigs Cluster Creation
13
Atlas Creation (Part.1)
14
Atlas Creation (Part.2)
15
Atlas Creation (Part.3)
16
Atlas Creation (Part.4)
17
First Grass Patch Creation
18
Second Grass Patch Creation
19
First Plant Patch Creation
20
Second Plant Patch Creation
21
Third Plant Patch Creation
22
Twigs Creation (Part.1)
23
Twigs Creation (Part.2)
24
Final Export in UE4 (Merged)

Unreal Engine 4 - How to Get a Better Placement for Automatic Foliage

1
Chapter Overview
2
Creation of "Vegetation Mask" Function
3
Creation of "Vegetation Logic" Function
4
Adding the Function to our Master Material and Test

Quixel Mixer / Unreal Engine 4 - Create Landscape Textures

1
Chapter Overview
2
Creating the Grass Texture
3
Creating the Dirt Texture
4
Creating the Rock Texture
5
Export and Test in UE4

Quixel Mixer / 3ds Max / Unreal Engine 4 - Road Creation

1
Chapter Overview
2
Creating the Road Base Texture
3
Creating the Road Cracked Texture
4
Creating the Road Model
5
Export and Test in UE4
6
Texture Retakes and Final Test
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