Are you one of those that think that nodes look scary when you see a big node tree...or perhaps you are just curious how the water in a game can flow so nicely around those rocks in the river and follow the stream perfectly?
Regardless the reason, here is where you will learn more on how to connect those nodes.
I will go through how to create shapes, how Vector math works (like cross and dot product, Face forward, snap,...) and all the common techniques used in games like vertex painting, flowmap, parallax mapping, using a texture atlas/sprite sheet, Sobel (Edge detection on textures), trimsheet and so on.
Are you one of those that think that nodes look scary when you see a big node tree...or perhaps you are just curious how the water in a game can flow so nicely around those rocks in the river and follow the stream perfectly?
Regardless the reason, here is where you will learn more on how to connect those nodes.
I will go through how to create shapes, how Vector math works (like cross and dot product, Face forward, snap,...) and all the common techniques used in games like vertex painting, flowmap, parallax mapping, using a texture atlas/sprite sheet, Sobel (Edge detection on textures), trimsheet and so on.
I will also cover more "Blender specific" stuff like finding the edges on models, how to create scratches and dirt, creating procedural patterns using the radial gradient among other things.
You might wonder why in Blender and not in Unreal Engine or Unity?
Well, why not? Most things taught in the course can be used with only small adaptions in game engines as well. However, since we don't have all the whistles and extra stuff in Blender...you as a student are forced to learn the basics without cheating ;). I know from my own experience that it is a good path to walk if you really want to know how all things are put together.
The teacher you will get, me, has more than 10 years of experience of Blender, is educated as Technical Artist in one of the highest ranked 3D schools in the World; "The Game Assembly" and are currently working as a Technical Artist for the game "Midnight Ghost Hunt" in a Swedish Game Studio.
NB. You will however NOT learn about how to create realistic and nice materials. Those topics I cover in my course "Become a Material Guru in Blender". This course is Shader Magic.. not material magic :D.
A Short Demo on parts of the course content.
Just a quick walk through how my view is set up to get the most out of this course.
This is all your resources. To go through the course, you will only need the images since you will create all blend files during the course. However, most of the exercises in the sessions are saved as .blend files that you can use if you want to. You also have the software for the flowmap here, if the link doesn't work as I give in the session for flowmaps.
This will give you a basic understanding on why we use "Texturecoordinate" and what the differences are on the most common outputs.
Going through the different nodes to use to filter values out to produce desired result and shape.
Most patterns are symmetrical in shape. Often they are exactly the same on left, right, top and bottom. This session will explain how you are able to do symmetrical shapes easy.
One tile doesn't cover a complete wall, so in this session I'll go through how to duplicate those tiles and scale them to fit.
To make a good tile, we need to clean it a bit so it gets more flat and have good edges. This session goes through how to do that using a MapRange node.
Finally we put everything away in a nice little node group, which makes it easy to use later on if you want to build tiles without the need of creating all those nodes again. NB! Save!! Will use this later on in section 4!!
"Length" is one of the most used nodes when creating your own shapes, so here I will go through how you can use it.
This is more a small exercise in masking and creating easy shapes, so you get a good idea on how to put all the above together.
We dust of those tiles we did in the section 2 and starts to add mortar between the tiles with the new knowledge that we now learned in this section.
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