本教程是关于UE4真实海洋游戏环境场景实例制作视频教程,时长:7小时,大小:6 GB,MP4高清视频格式,教程使用软件:Unreal Engine 4,附源文件,作者:Shawnell Priester,共4个章节,语言:英语分享
Unreal Engine 4虚幻游戏引擎是一款商业性的3D游戏开发引擎,是Epic数百位工程师、艺术家以及设计师的心血之作。
不过这还只是开始,在C++代码中,你可以看到很多创新之处,比如支持Oculus VR、Linux系统、Valve公司的Steamworks和 Steam Box效果,并且可以使用HTML5在网页浏览器中开发游戏。
虚幻引擎4基于DirectX 11,拥有新的材料流水线、蓝图视觉化脚本、直观蓝图调试、内容浏览器、人物动画、Matinee影院级工具集、全新地形和植被、后期处理效果、热重载(Hot Reload)、模拟与沉浸式视角、即时游戏预览、AI人工智能、音频、中间件集成等一系列全新特性。
Unreal Engine虚幻游戏引擎参与制作游戏有:《逃生》、《DMC鬼泣》、《死侍》、《失落的星球3》、《生化奇兵:无限》、《羞辱》、《战争机器:审判》、《杀手已死》、《勿忘我》、《Papa & Yo》、《忍者神龟:脱颖而出》等等。
Let’s open the floodgates for Game Art Effects! In this series, you’ll be introduced to the fundamentals of using dynamic materials and particles to bring your environments to life, in this case with water and ocean effects. The first half of this series features a full walkthrough of building elements of an ocean shader both in a stylized and realistic fashion. The second half consists of building the elements of particle material systems and showing how to use dynamic features of particles in Unreal Engine to create an artistic performance with your effects.
By the end of this course, you will have gained an understanding of effects based materials and particles and will know how to build a flexible dynamic system for your own scenes. This fundamental understanding will help open the doors for more opportunities to create and use stunning game art effects in your portfolio.
Experience from Senior Environment Artist
Tyler Smith who will be instructing this course has been working as a senior environment artist in the games industry for over 7 years. Having worked on Sony Sucker Punch’s Ghost of Tsushima, Tyler has a great understanding of the importance of dynamic flexible workflows for environment materials and particle systems. You’ll learn through this series how to create a dynamic effects workflow that opens up opportunities for applying your personal artistic style to your environment effects work.
Creating Living Dynamic Materials
The first half of this series will show how to use the basic elements of making materials move, fluctuate, change shape, change color and texture, and many other ways to create a living dynamic material that can then be applied to make your game environments come alive.
Having particles Express themselves
The second half of this series will show how to take particles and apply dynamic factors, to have them showcase an artistic performance in your game environment. You’ll learn to see particle sprites as an opportunity to use elements like lifespan and random seed factors to capture the look of water, while still showing the opportunity to express your personal style on your VFX particle work.
Software Used
Unreal engine 4 (4.25 or higher)
Maya
Zbrush
Photoshop
Files Included
Final UE4 projects that showcase each chapter of the series
All master material and material instances set up in the scenes created for the tutorial series
All particle systems created during the tutorial series
All meshes, ZBrush files, and texture files created for the materials and particle systems used in the tutorial series