The Ultimate Guide for Creating Grass and Vegetation for Video Games

The Ultimate Guide for Creating Grass and Vegetation for Video Games

Stylized Station via YouTube Direct link

- Sculpting ZBrush Quick Tips

8 of 70

8 of 70

- Sculpting ZBrush Quick Tips

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The Ultimate Guide for Creating Grass and Vegetation for Video Games

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  1. 1 - Introduction
  2. 2 - Using Reference
  3. 3 - Beginning Modeling in Maya
  4. 4 - Three ways to approach Two-Sided Materials, etc.
  5. 5 - Interpreting Reference
  6. 6 - Modeling Practices
  7. 7 - Starting the High Poly and scene cleanup
  8. 8 - Sculpting ZBrush Quick Tips
  9. 9 - The importance of test bakes
  10. 10 - Which brushes to use while sculpting
  11. 11 - Breaking up the silhouette
  12. 12 - Decimation Master in ZBrush
  13. 13 - Starting the low-poly mesh
  14. 14 - Performance and baking considerations
  15. 15 - Posing your model & baking
  16. 16 - Once baked, now texture
  17. 17 - Substance Painter first pass
  18. 18 - Unreal Shader subsurface setup
  19. 19 - Substance Painter base color detail painting
  20. 20 - Quality Checking
  21. 21 - Painting technique keep it simple
  22. 22 - Revisions & Polish
  23. 23 - Bend modifier detail shapes
  24. 24 - Clothsim deformations
  25. 25 - Unreal foliage tool
  26. 26 - Blueprint Construction Script
  27. 27 - BP: Your first variable Static Mesh Actor Array
  28. 28 - BP: Adding plants GET
  29. 29 - BP: Set as Random Number
  30. 30 - BP: Random from Stream
  31. 31 - BP: Set Stream on compile
  32. 32 - BP: Random Transforms
  33. 33 - BP: Scale Random
  34. 34 - BP: Wobble Random Rotation
  35. 35 - Testing your Blueprint
  36. 36 - Tuning Blueprint values
  37. 37 - Randomize the whole shelf
  38. 38 - BP: Scripting an array for placement
  39. 39 - BP: Adding array variables
  40. 40 - Math
  41. 41 - BP: For Each Loop
  42. 42 - BP: Testing Z-Offset
  43. 43 - Debugging BP
  44. 44 - Making a variation using the BP
  45. 45 - Best practices
  46. 46 - MATERIALS! & Material Instancing
  47. 47 - Masking/Packed channels & Subsurface mask
  48. 48 - Shading Model: Two-sided Foliage
  49. 49 - Adding Wind vertex color
  50. 50 - Crashing unreal :
  51. 51 - Adding Wind vertex color
  52. 52 - Panning Perlin Noise
  53. 53 - Absolute World Position
  54. 54 - Adding a Panner
  55. 55 - Fixing a seam in Photoshop
  56. 56 - Texture Compression Settings
  57. 57 - World Position Offset Finalizing wind
  58. 58 - Transfer Attributes in Maya
  59. 59 - Exporting with Vertex Color Turn on import in Unreal
  60. 60 - Green Channel 2nd UV set
  61. 61 - Editing UVs for Green Channel Vertex Color
  62. 62 - Blending Color Sets for Vertex Color
  63. 63 - Iteration Speed
  64. 64 - Fine tuning wind
  65. 65 - BLENDER. Making a more complicated plant Bush
  66. 66 - Decimating quickly ZRemesher as a shortcut
  67. 67 - Placing Leaves in Blender
  68. 68 - Cloth simulation physics
  69. 69 - Thats basically all there is to it
  70. 70 - Using Custom Vertex Normals IMPORTANT!

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