This tutorial series covers the essential math for game art. It's full of practical solutions for material nodes & procedural generation (Construction Script). I took the most popular use cases that I've encountered as a Lead Technical Artist in games. Finishing the course will give you practical experience for the games industry.
Material and Blueprint nodes are explained through popular examples, which you're likely to encounter in everyday tasks. Whether you're a programmer, an artist or a tech artist in need for a recap - you will find a useful tip for sure.
This tutorial series covers the essential math for game art. It's full of practical solutions for material nodes & procedural generation (Construction Script). I took the most popular use cases that I've encountered as a Lead Technical Artist in games. Finishing the course will give you practical experience for the games industry.
Material and Blueprint nodes are explained through popular examples, which you're likely to encounter in everyday tasks. Whether you're a programmer, an artist or a tech artist in need for a recap - you will find a useful tip for sure.
I divided the topics into concise, 10 to 20-minute long tutorials. They're brief and packed with knowledge, coming from over a decade of my experience in game development.
Learn how to use dot product in Unreal materials. Create a ghost effect, procedural snow layer, fake directional lighting and a silhouette glow.
Learn how to mix values, blend textures and interpolate object transforms with lerp.
Use sine for a pulsing material, wave masks and a flickering light with emissive glow. Learn how to animate material and light color over time - in sync with Blueprint.
Rotate UV maps or any 2D vectors with sine and cosine. Use sine for a flickering light in Blueprint, with animated material and synchronized light color. Learn about performance cost of sin/cos nodes. Are they worth replacing with smoothstep (Hermite) approximation?
I've run a Tech Art Aid education project since May 2016. It started a YouTube channel, after which I added Twitch livestreams & a Discord server. Now it's a community which enjoy spending time together, sharing knowledge. This course is the same quality but tightly edited, to make the maximum out of your time.
Good luck with mastering the fundamentals of game art math.
Learn how to use dot product in Unreal materials. Create a ghost effect, procedural snow layer, fake directional lighting and a silhouette glow.
Timestamps:
00:46 Silhouette glow
01:36 Math & values
03:37 Ghost transparency
07:44 Fake diffuse lighting
10:23 Procedural snow
12:52 Desaturation
15:32 Oversaturation
Learn how to mix values, blend textures and interpolate object transforms with Lerp.
Timestamps:
00:25 Math & values
02:43 Clamping to [0, 1]
03:40 Color mixing
04:41 Texture blending in materials
06:37 Better transition with HeightLerp
09:04 Lerp in Blueprint. Instancing
11:26 Mapping a For loop index to [0, 1] range
12:16 Location & rotation lerp
14:03 Landscape tiling fix
17:57 Camera depth with RemapValueRange
Use sine for a pulsing material, wave masks and a flickering light with emissive glow. Learn how to animate material and light color over time - in sync with Blueprint.
Timestamps:
00:25 Examples overview
01:07 Math & values
02:25 Nodes
03:10 Pulsing animated glow
04:00 Wave pattern in material
05:14 Blueprint: location displacement
Use sine for a flickering light in Blueprint, with animated material and synchronized light color. Rotate UV maps or any 2D vectors with sine and cosine. Learn about performance cost of sin/cos nodes - quarter-rate on RDNA architecture. Are they worth replacing with smoothstep (Hermite) approximation?
Timestamps:
00:22 Lamp: Time in materials and BP
02:12 Lamp: Noise equation
05:43 Math Expression node
07:31 Rotating texture UV in materials
09:50 Performance of sine & cosine on GPU
11:55 Approximating cos using smoothstep
This bonus video will teach you vector math basics, using texture coordinates (UVs) as the practical application.
What does it mean that vector operations in games are done per component
How to use addition to move UVs
How to use multiplication to scale UVs
Animate texture coordinates, like a flowing river
Seamlessly project a texture by doing automatic UV mapping
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