Why this course?
First, By developing technologies use of AI has been increasing in many industries. In this course, you will not learn to create an environment in regular 3D software like Blender. You will learn how to think like an environment artist and their paths to creating environments in a game engine.
Second, We use a real-time game engine that helps us fly around and see our changes. With the help of a game engine, you can easily create such big environments that you can't make in regular 3d programs.
Third, We are creating everything from scratch there are no game-ready assets except some probs that we used in the final stage.
I am a beginner should I buy the course?
If you are a complete beginner you should first learn all the 3d basics like modelling, UV unwrapping and PBR materials before creating environments. To better understand what happens in Unreal, it's better to know the unreal engine at a point. Therefore, this course is much more suitable for intermediate people. However, I welcome everyone.
How long is the course?
The course has 70+ hours of video content.
Which Programs are used Throughout the course?
Unreal Engine 5.3.2, Substance( Designer, Sampler, Painter), Adobe Photoshop, SpeedTree, QuadSpinner Gaea, 3DsMax, RizomUV, Blender
Do you share everything you make with us?
I gave you everything I used and created in the course except Unreal Engine Scene.
The course covers a wide range of topics, the main ones are as follows:
Sneak Peek: https://www.youtube.com/watch?v=ZOHYeH1j2gY
- We created landscapes with real elevation maps using Gaea.
- After creating an auto landscape material to scatter our grass procedurally, we created a block-out scene by referring to reference photos.
- Using Substance Designer, we created procedural wood and stone wall textures.
- We began modelling our real assets using 3ds Max.
- We used AI to generate a picture and then converted it into PBR material. Also, using Substance Painter, we created highly optimized packed textures.
- We created optimized master material used by leading game companies for our assets.
- Using procedural methods, we placed the modularly modelled fences into the scene.
- Using SpeedTree, we modelled unique tree and grass assets.
- We performed advanced wind animations.
- Finally, we organized the scene layout and finalized it with post-processing.
Don't forget the best way to learn is by doing a lot of practice.
Hope to see you in the course :)