Overview
Syllabus
- Introduction
- Using Reference
- Beginning Modeling in Maya
- Three ways to approach Two-Sided Materials, etc.
- Interpreting Reference
- Modeling Practices
- Starting the High Poly and scene cleanup
- Sculpting ZBrush Quick Tips
- The importance of test bakes
- Which brushes to use while sculpting
- Breaking up the silhouette
- Decimation Master in ZBrush
- Starting the low-poly mesh
- Performance and baking considerations
- Posing your model & baking
- Once baked, now texture
- Substance Painter first pass
- Unreal Shader subsurface setup
- Substance Painter base color detail painting
- Quality Checking
- Painting technique keep it simple
- Revisions & Polish
- Bend modifier detail shapes
- Clothsim deformations
- Unreal foliage tool
- Blueprint Construction Script
- BP: Your first variable Static Mesh Actor Array
- BP: Adding plants GET
- BP: Set as Random Number
- BP: Random from Stream
- BP: Set Stream on compile
- BP: Random Transforms
- BP: Scale Random
- BP: Wobble Random Rotation
- Testing your Blueprint
- Tuning Blueprint values
- Randomize the whole shelf
- BP: Scripting an array for placement
- BP: Adding array variables
- Math
- BP: For Each Loop
- BP: Testing Z-Offset
- Debugging BP
- Making a variation using the BP
- Best practices
- MATERIALS! & Material Instancing
- Masking/Packed channels & Subsurface mask
- Shading Model: Two-sided Foliage
- Adding Wind vertex color
- Crashing unreal :
- Adding Wind vertex color
- Panning Perlin Noise
- Absolute World Position
- Adding a Panner
- Fixing a seam in Photoshop
- Texture Compression Settings
- World Position Offset Finalizing wind
- Transfer Attributes in Maya
- Exporting with Vertex Color Turn on import in Unreal
- Green Channel 2nd UV set
- Editing UVs for Green Channel Vertex Color
- Blending Color Sets for Vertex Color
- Iteration Speed
- Fine tuning wind
- BLENDER. Making a more complicated plant Bush
- Decimating quickly ZRemesher as a shortcut
- Placing Leaves in Blender
- Cloth simulation physics
- Thats basically all there is to it
- Using Custom Vertex Normals IMPORTANT!
Taught by
Stylized Station