Release date:2021, August 7

Duration:23 h 30 m

Author:FastTrack Tutorials

Skill level:Beginner

Language:English

Exercise files:Yes

What Will I Learn?

creating full environments in Unreal Engine 5

Using Nanite and Lumen in Unreal Engine 5

3D Modeling in maya, Texturing in substance

Level art, lighting, post effects, brand creation and more

Requirements For this course you will need a basic understanding of Maya3d, Substance Designer/Painter, UE5 and Photoshop

Description Creating a metro train interior in Unreal Engine 5

Learn how a professional environment artist works when creating interior environments for games. You’ll learn techniques like high poly modeling, using UE5 Nanite, Procedural and unique texturing, level art, Lighting and Post Effects (Using the new Lumen System), creating advertisements, and other stickers.

MAYA, SUBSTANCE, AND UNREAL ENGINE 5 All the modeling will be done in Maya, However, the techniques used are universal and can be replicated in any other 3d modeling package. The materials will be created using Substance Designer and previewed in Marmoset Toolbag 4. The environment will be built in the brand-new Unreal Engine 5 and we will be using the new Nanite and Lumen systems, Adverts will be created in Photoshop and we will be using substance painter for unique textures and mask creation.

In this course, you will learn everything you need to know to create the results that you see in the images and trailers. Next to this, the same techniques can be applied to almost any type of environment.

18+ HOURS!

This course contains over 19 hours and 50 minutes of content – You can follow along with every single step – The course does enclose a few small-time lapses, this is just to speed up very repetitive tasks, the rest is done in real-time. However, due to popular requests, we have also included the un-time lapsed footage without audio.

We will start by going over our reference, then we will dive right in and start by creating a blockout (to make sure all our pieces fit together), and then we will be turning this blockout into high poly models. Thanks to the new nanite system we do not have to create low poly models.

After this, we will go over how to create simple but flexible procedural materials and unique textures. We will UV-Unwrap all our models and export them to UE5 in which we will set them up, create our shaders and build our level.

We will then move on to creating our advertisements and stickers in photoshop and apply them to our level.

Finally, we will do the final lighting and post-effect pass on our scene and we will show you how to properly polish the scene to final.

SKILL LEVEL This game art tutorial is perfect for students who have some familiarity with a 3d Modeling tool like Maya, Substance Designer/Painter, photoshop, and Unreal Engine – Everything in this tutorial will be explained in detail. However, if you have never touched any modeling or texturing tools before we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on YouTube or paid on this very website)

01-Going Over Our Reference And Setting Up Maya 02-Creating Our Blockout Part1 03-Creating Our Blockout Part2 04-Creating Our Blockout Part3 05-Creating Our Final Door Part1 06-Creating Our Final Door Part2 07-Creating Our Final Door Part3 08-Creating Our Final Door Part4 09-Creating Our Final Window Part1 10-Creating Our Final Window Part2 11-Creating Our Final Window Part3 12-Creating Our Final Window Part4 13-Creating Our Final Seating Part1 14-Creating Our Final Seating Part2 15-Creating Our Final Advertisement Panel 16-Creating Our Metal Handles Part1 17-Creating Our Metal Handles Part2 18-Creating The Left Over Pieces Part1 – Timelapse 19-Creating The Left Over Pieces Part2 – Timelapse 20-Preparing Our Assets For Export 21-Creating Our Floor Material Part1 22-Creating Our Floor Material Part2 23-Creating Our Metal Material 24-Creating Our Plastic 25-Uv Unwrapping Our Models Part1 26-Uv Unwrapping Our Models Part2 27-Uv Unwrapping Our Models Part3 – Timelapse 28-Preparing For Export 29-Setting Up Our Unreal Engine 5 Project 30-Exporting All Of Our Assets 31-Building Our Level Part1 32-Building Our Level Part2 33-Building Our Level Part3 34-Doing Our First Lighting Pass 35-Doing Our Material Pass Part1 36-Doing Our Material Pass Part2 37-Polishing Our Materials Part2 38-Polishing Our Materials Part3 39-Polishing Our Materials Part4 40-Polishing Our Materials Part5 41-Doing Our Second Lighting Pass 42-Creating Our Variation Masks Part1 43-Creating Our Variation Masks Part2 44-Creating Our Variation Masks Part3 45-Creating Our Variation Masks Part4 – Timelapse 46-Polishing Our Scene A Bit 47-Creating Our Normal Map Decals 48-Creating Our Branding Part1 49-Creating Our Branding Part2 -Timelapse 50-Creating Our Branding Part3 51-Placing Our Branding – Timelapse 52-Adding For And Planning Final Polish 53-Final Polish – Timelapse [Artstation] Creating a metro train interior in Unreal Engine 5.7z.001 [Artstation] Creating a metro train interior in Unreal Engine 5.7z.002 [Artstation] Creating a metro train interior in Unreal Engine 5_Subtitles.7z

Un-Timelapsed Chapters 18-Creating The Left Over Pieces Part1 19-Creating The Left Over Pieces Part2 27-Uv Unwrapping Our Models Part3 45-Creating Our Variation Masks Part4 49-Creating Our Branding Part2 51-Placing Our Branding 53-Final Polish

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