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