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Udemy - Unreal Engine 4 : Learn How to Create a Natural Scene
Udemy - Unreal Engine 4 : Learn How to Create a Natural Scene

In this course I will give you all my secrets to help you to create your own scenes with advanced rendering.


Description

More than just giving you all my secrets for the Unreal Engine, I will show you how to create your own models on 3ds Max, with the textures from Megascans library and and with Speedtree, we will create our sets of trees, ground foliage like grass and plants but also more generic vegetation like ferns or clovers.

Because shaders (materials) are the visual power of your projects, we will create all the materials needed for our scene. For vegetation, landscape, decals or Megascans assets. We will set up everything from material functions to Master Materials and end with easy-to-configure Instances.

To get a unique visual we will create our own landscape textures with Quixel Mixer.

You are not interested in designing models or creating shaders and all you want to do is learn how to create your own scene in UE4? No problem, you will find in the course resources a ready-to-use Unreal project, with all the models and shaders in it.

If you like this program and you want to improve your skills on the Unreal Engine 4, Quixel Mixer or Speedtree, I'll see you soon.

Important note :

  • 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.

  • 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.

Who this course is for:
  • Anyone interested by scene creation in the Unreal Engine 4

Course content

  • Introduction
    • Final Render
    • Resources
    • About Copyrights
    • Complete Project Overview
  • Speedtree - Common Trees
    • Interface Overview
    • Creation of Our Trunk
    • Add Texture on Our Trunk
    • Add Relief With Displacement
    • Add Branches
    • Creation of Our Fronds Clusters (Part.1)
    • Creation of Our Fronds Clusters (Part.2)
    • Creation of Model From Clusters
    • Tweak Settings
    • Add Wind to our Tree
    • Configure AO and LODs
    • Export and Test in UE4
    • Anchor Points Overview
    • Randomize Function
    • Creation of Second Model
    • Creation of Dead Fronds and Third Model
    • Creation of Third Model
    • Add Wind to Third Model
  • Speedtree - Dead Trees
    • Creation of our First Dead Model
    • Creation of Our Second Dead Model (Part.1)
    • Creation of Our Second Dead Model (Part.2)
    • Add Some "Decorations"
    • Add Peelings in Our Trunks
  • Speedtree - Saplings
    • Creation of Our First Model
    • Creation of Other Models
    • Set Wind
  • Speedtree - Export to UE4
    • Export and Test in UE4
    • Tweaks and "Reimport"
  • Unreal Engine 4 - Foliage Material Master
    • Creation of Material Function "FoliageSet" (Part.1)
    • Creation of Material Function "FoliageSet" (Part.2)
    • Add Base Color and First Test
    • Add Parameters (Emissive, Roughness, Specular...)
    • Configuration of Normal
    • Gradient Function Update
    • End of Our Material Function
    • Set Billboards
    • Clean Function
    • Creation of our Function of Bark
    • Creation of All Instances
    • Clean Trees Folder
  • 3ds Max / Speedtree / UE4 - Grass Sets Creation
    • Setup 3ds Project
    • Creation of our First Two Models
    • Creation of our Third Models
    • Export to Speedtree and Setup Project
    • Creation of Our Tall Grass Set (Part.1)
    • Creation of Our Tall Grass Set (Part.2)
    • First Test in UE4 and Improve of Vegetation Material Master
    • Configure LODs, AO and Wind
    • Creation of Our Medium Grass Set
    • Creation of Our Small Grass Set
    • Final Export in UE4 (Merged)
  • 3ds Max / Speedtree / UE4 - "Dry" Plants Sets Creation
    • About Models Creation
    • 3ds Max - Model 01 Creation
    • 3ds Max - Model 02 Creation
    • 3ds Max - Model 03 Creation
    • Speedtree - First Set Creation (Part.1)
    • Speedtree - First Set Creation (Part.2)
    • Speedtree - Complete Second Set Creation
    • Speedtree - Complete Third Set Creation
  • Unreal Engine 4 - About Optimization (Part.1)
    • UE4 - Issues With Merged Textures
    • Unreal Engine 4 - Visual Comparaison
    • Unreal Engine 4 - Statistics Comparaison
  • 3ds Max / Speedtree / UE4 - "Plants" Sets Creation
    • (s) 3ds Max - Creation of the First Model
    • (s) 3ds Max - Creation of the Second Model
    • (s) 3ds Max - Creation of the Third Model
    • (s) 3ds Max - Creation of the Fourth Model
    • Speedtree / UE4 - Complete First Set Creation
    • Speedtree / UE4 - Complete Second Set Creation
    • Speedtree / UE4 - Complete Third Set Creation
    • Speedtree - Fourth Set Creation (Part.1)
    • Speedtree / UE4 - Fourth Set Creation (Part.2)
    • Unreal Engine 4 - Clean Folder
  • Unreal Engine 4 - Landscape Master Material
    • Triplanar Overview
    • Creation of our Function Layer (Part.1)
    • Creation of our Function Layer (Part.2)
    • Creation of our Function Layer (Part.3)
    • Creating of Layer Grass
    • Setup Distance Fade
    • Creating of Dirt & Rock Layers
    • Creating of the Blend Hierarchy
    • Creating of our Paint Layers
    • Implementation of Automatic Foliage
  • Quixel Mixer - Landscape Textures Creations
    • Interface
    • Ground Texture (Part.1)
    • Ground Texture (Part.2)
    • Combined Export to UE4
    • Ground Variration
    • Add Tessellation in Landscape Material Master
    • Get Better Tessellation
    • Dirt Texture
    • Dirt Variation Texture
    • Rock Texture
    • Riverbed Texture
  • Unreal Engine 4 - Environment Master Material
    • Creation of our EnviroSet Function (Part.1)
    • Creation of our EnviroSet Function (Part.2)
    • Clean our Function
    • Creation of Blending Function (Part.1)
    • Creation of Blending Function (Part.2)
    • Creation of Vertex Function (Part.1)
    • Creation of Vertex Function (Part.2)
    • Creation of Moss Cover Function (Part.1)
    • Creation of Moss Cover Function (Part.2)
    • Creation of Moss Cover Function (Part.3)
    • Creation of Moss Cover Function (Part.4)
    • Creation of Wetness Function & End of our Material
    • Creation of Bump Function and Final Test
  • Complete Asset Setup Workflow
    • Bridge / 3ds Max - Setup Asset
    • Photoshop - Texture Combined Creation
    • Unreal Engine 4 - Import and Test
  • Generic Plants Creation
    • (s) 3ds Max - Models Creation
    • Speedtree - Fern01 Creation
    • Speedtree - Fern02 Creation
    • Speedtree - Fern03 Creation & Export
    • Speedtree - Clovers Creation
    • Speedtree - River01 P1
    • Speedtree - River01 P2
    • Speedtree - River02
    • Unreal Engine 4 - Clean Project
  • Unreal Engine 4 - Decals Material
    • Unreal Engine 4 - Creation of Our Decals Master Material
  • Unreal Engine 4 - Scene Creation
    • Creating Terrain and River
    • Placing of Trees
    • Add Landscape Reliefs
    • Add Texture Variations
    • Improve Variations
    • Setting the Landscape Grass Foliage (LGT)
    • Improve Tree Placement
    • Adding Volumetric Fog
    • Enable Dynamic Indirect Lighting (LPV)
    • Getting a Sharper Visual with Post Process Material
    • Add Vegetion around the River
    • Add Rocks
    • Add Decals
    • Add Small Details (pinecone, sticks, mushrooms...)
  • Unreal Engine 4 - Setup Lighting
    • Configure Post Process
    • Add Color Grading (LUT)
    • Add Reflection
    • Create First HDR (Nvidia Ansel)
    • Rework Tree Placement
    • Adjust Foliage Color
  • Unreal Engine 4 - Take Renders
    • Setup Renders (Consol Commands)
    • First Render (Ansel)
    • Custom CineCam Overview
    • Second Render
    • Other Renders
  • Unreal Engine 4 - About Optimization (Part.2)
    • Actor to Optimize
    • Set LODs
    • Enable Shadow Contact
    • Reduce Texture Resolutions (LOD Bias)
    • Alternative Reflection
    • Reduce Tessellation Density
    • Reduce Volumetric Fog
    • Enable Early Z-Pass
  • Unreal Engine 4 - Extra Additions
    • Alternatif Wind
    • Interact Foliage

Unreal_Engine_4_-_Learn_How_To_Create_A_Natural_Scene.part01.rar

Unreal_Engine_4_-_Learn_How_To_Create_A_Natural_Scene.part02.rar

Unreal_Engine_4_-_Learn_How_To_Create_A_Natural_Scene.part02.rar

Unreal_Engine_4_-_Learn_How_To_Create_A_Natural_Scene.part03.rar

Unreal_Engine_4_-_Learn_How_To_Create_A_Natural_Scene.part04.rar

Unreal_Engine_4_-_Learn_How_To_Create_A_Natural_Scene.part05.rar

Unreal_Engine_4_-_Learn_How_To_Create_A_Natural_Scene.part06.rar

Unreal_Engine_4_-_Learn_How_To_Create_A_Natural_Scene.part07.rar

Unreal_Engine_4_-_Learn_How_To_Create_A_Natural_Scene.part08.rar

Unreal_Engine_4_-_Learn_How_To_Create_A_Natural_Scene.part09.rar


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