Submarine Interior Game Environment Creation in Blender

Submarine Interior Game Environment Creation in Blender

在这个激动人心的教程中,您将学习创建从开始游戏准备潜艇的走廊使用Blender,Substance套件和虚幻引擎4,完成的专业的方式,我们将回顾在详细描述如何式幕墙模型,可以用于建造我们的走廊。之后,我们将开始使用从高到低的多边形建模技术对模块化管道进行建模,并使用该技术来构建场景中的所有管道网络。最后,我们将模拟一些较小的资产,例如金属门,一些标牌和一个保险丝盒,以装饰我们的场景。

建模完成后,我们将进入Substance Designer,在此我们将创建可平铺的涂漆金属质感,可在墙壁和其他资产上使用。然后,将高多边形和低多边形资产移动到Marmoset工具袋中,在其中烘焙资产并生成纹理贴图。到那时,我们将把所有东西都带到物质画家中,并开始对我们的资产进行纹理化。我们还将生成特殊的蒙版,并在虚幻引擎4中与自定义着色器一起使用,以动态更改资产上的颜色和污垢数量。

最后,当一切准备就绪并且可以使用时,我们将所有内容导入虚幻引擎4中并开始构建关卡,创建我们的照明和后期效果以及一些最终的修饰,以使关卡真正发光。

我很高兴向您展示可以使用的所有这些技术,以便您可以成为一名更好的环境艺术家。调高热情,点燃自己的技能。不断添加新知识,新工作流程,新策略以发展壮大。生活就是成长并发挥最大的潜能。

Emiel Sleegers一直热衷于视频游戏,并且在他年轻的时候就开始使用Unity3D进行编程,但是他发现自己更偏向于制作游戏。现在,他目前在育碧担任环境艺术家。他为创建诸如极限竞速:地平线3和分区2之类的AAA游戏做出了贡献。他对初学者的建议是,专注于他们热衷于游戏的一个方面,坚持并不断改进。他的爱好包括与游戏或电影相关的任何事物,无论是从事个人项目,自由职业还是看电影。

Submarine Interior Game Environment Creation in Blender

Info:
Requirements
Basic knowledge of Blender, Substance Painter, Substance Designer, Marmoset Toolbag, Photoshop and Unreal Engine

Instructor Info
Emiel Sleegers always had love for video games and when he was young, he started using Unity3D for programming but he found himself gravitating more towards the art of making games. Now he is currently working as an environment artist in Ubisoft. He contributed to creating AAA games such as Forza Horizon 3 and The Division 2. His all time favorite game is The Last of Us and that video game is what inspired him to want to work in the game industry. His advice for beginner artists is to focus on one aspect of gaming that they are passionate about, stick to it and get better at it. His hobbies include anything related to games or films, whether it be working on personal projects, freelance work or going out for movies.

Course Info
In this exciting tutorial, you will learn the professional way of creating a game-ready submarine corridor from start to finish using Blender, the Substance suite and unreal engine 4.
We will go over in detail on how to model modular walls that can be used to construct our corridor.
After that we will start modeling modular pipes using the high to low poly modeling technique and use that to construct all the piping networks that are in our scene.
Finally, we will model some smaller assets like a metal door, some signs and a fuse box to dress up our scene.
Once modeling is done we will move into Substance Designer where we will be creating a tileable painted metal texture that we can use on our walls and other assets.
Then we will move our high poly and low poly assets into Marmoset toolbag where we will be baking the assets and generating our texture maps. At which point we will bring everything into substance painter and start texturing our assets.
We will also generate special masks which along with a custom shader in unreal engine 4 we can use to dynamically change the color and dirt amount on our assets.
Finally, when everything is done and ready to go we will import everything inside Unreal Engine 4 and start building our level, create our lighting and post effects and some final polish to really make the level shine.
I am excited to show you all these techniques that you can use so you can become a better environment artist. Turn up the heat and ignite your skills. Keep adding new knowledge, new workflow, new tactics to grow and expand. Life is about growing and reaching your fullest potential.
Take action and start committing to your success today. Join me in this amazing course and let’s get started.

Who this course is for:
Anyone who wants to create better 3D environment that is professional and will enhance your portfolio

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