Udemy - Unreal Engine 4 - Learn How to Create a "Lost Road" scene
http://www.udemy.com/course/en-lost-road-ue4/
(This course is a direct continuation of my other course"Unreal Engine 4 : Learn How to Create a Natural Scene")
Description
In this course we will go even further in models creation and a scene.
The purpose of this course is to show you that it is possible to create fully optimized models without ever leaving Speedtree.
With the textures available in Megascans library, we start with a powerful ally for our objective which is to create a "Lost Road" scene.
Beyond the simple model creations, I will show you how to create your own textures from Speedtree in order to create models from different textures you have chosen.
Speaking of texture, I will show you how to create combined one called "Atlas". That will give you total control over the quality and otimization.
Once our vegetation finished, we will move on to creating textures such as grass, rock and soil, but also a clean road texture and one that is worse and worse, all on Quixel Mixer.
We will put all our creations in place in a final scene on Unreal Engine and I will show you how to add even more details without losing performance with decals.
If you want to create scenes to feed your portfolio or deepen your knowledge this course is for you.
Important note :
If you want to learn the basics of Speedtree or Quixel Mixer I recommend to begin with the previous course "Unreal Engine 4 : Learn How to Create a Natural Scene"
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.
A valid Speedtree license is required to use the software.
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 in complete scene creation in the Unreal Engine 4
Course content
Introduction
Overview Final Project
About Copyrights
Resources
Where to Start?
Unreal Engine 4 - Material Updates (Only if you follow the first course)
Update of Layers Function
Add Mask Variation
Update Biome Layers
Get Better Blending Automatic Material
Update of Enviro Master Material
Speedtree / Unreal Engine 4 - Pine Creation
Chapter Overview
Clusters Setup
Cluster Creation (Part.1)
Cluster Creation (Part.2)
Second Cluster Creation
Render as Textures
Atlas Creation
Trunk Creation (Part.1)
Trunk Creation (Part.2)
Adding Main Branches
Adding Secondary Branches
Top Tree Creation
Add Small Branches to the Trunk
Update Atlas
Add Moss to Small Branches
(Tips) Change Parent Curve
LODs + Wind + AO Configuration
Export and Test in UE4
Update of our Tree
Second Model Creation
Sapling Creation
Bush Creation
Final Export in UE4
Speedtree / Unreal Engine 4 - Dogwood Creation
Chapter Overview
First Cluster Creation (Part.1)
First Cluster Creation (Part.2)
Second Cluster Creation
Flowered Cluster Creation (Part.1)
Flowered Cluster Creation (Part.2)
Dogwood Atlas Creation
Bark Creation - Split Function
Adding Branches
Models Creation from Atlas Texture
Adding Leaves
Adding Moss
Branches Optimization
Ambient Occlusion, LODs and Wind Configuration
First Test in UE4
Creation of First Flowered Model
Creation of Second Models
Creation of Bush
Final Export in UE4 (Merged)
Speedtree - Remove Noisy Alpha (Speedtree Export)
How to Remove Noisy Alpha
Speedtree / Unreal Engine 4 - Ground Foliage Creation
Chapter Overview
First Grass Cluster Creation (Part.1)
First Grass Cluster Creation (Part.2)
Second Grass Cluster Creation
First Plant Cutout
First Plant Cluster Creation
Second Plant Cutout
Second Plant "Clear" Cluster Creation
Second Plant "Dark" Cluster Creation
How to Change Color Range in Photoshop
Third Plant Cluster Creation
Twigs Cluster Creation
Atlas Creation (Part.1)
Atlas Creation (Part.2)
Atlas Creation (Part.3)
Atlas Creation (Part.4)
First Grass Patch Creation
Second Grass Patch Creation
First Plant Patch Creation
Second Plant Patch Creation
Third Plant Patch Creation
Twigs Creation (Part.1)
Twigs Creation (Part.2)
Final Export in UE4 (Merged)
Unreal Engine 4 - How to Get a Better Placement for Automatic Foliage
Chapter Overview
Creation of "Vegetation Mask" Function
Creation of "Vegetation Logic" Function
Adding the Function to our Master Material and Test
Quixel Mixer / Unreal Engine 4 - Create Landscape Textures
Chapter Overview
Creating the Grass Texture
Creating the Dirt Texture
Creating the Rock Texture
Export and Test in UE4
Quixel Mixer / 3ds Max / Unreal Engine 4 - Road Creation
Chapter Overview
Creating the Road Base Texture
Creating the Road Cracked Texture
Creating the Road Model
Export and Test in UE4
Texture Retakes and Final Test
Unreal Engine 4 / Photoshop - Decals
Chapter Overview
Creating the Master Material
Configure Patches for Road
Create Dogwood Leaves Decal in Speedtree
Create Pine Needles Decal in Speedtree
Create RDAO and Final Test
Unreal Engine 4 - Scene Creation
Road Placement
About Procedural Foliage Spawner
Add Reliefs to the Landscape
Add Road Variation Textures
Procedural Pines Placement
Add Ground Foliage
Add Fog
Enable Nvidia Ansel and Generate the HDR
Dogwood Placement
Enable Dynamic Indirect Lighting (LPV)
Add Side Decals
Add Side Vegetation
How to Setup a Megascans Rocks
Add Rocks
Add Road Decals
Getting a Better Tessellation
Adjust Last Details
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