Modular Building Kits and Trim Sheets for Video games
Learn what it takes to become a professional Level/Environment Artist working on 3D Video Games Development.
What you will learn:- Planning your Projects professionally
Modular Building Kits and Trim Sheets for Video games
Learn what it takes to become a professional Level/Environment Artist working on 3D Video Games Development.
What you will learn:- Planning your Projects professionally
- 3D Modelling Tips- Planning and creating Modular Building Kits- Planning and creating Trim Sheets- Creating a clean Project Structure using 3Ds Max and Unreal Engine 5- Understanding and following the Texel Density guidelines- Integrating Assets by increments in UE5- Creating basic and advanced shaders in UE5- Using Weighted Normals- Adding Props for Set Dressing a scene in UE5- Sculpting a custom terrain using UE5 Landscape Tool- Using the Foliage tool to create an organic composition to complement your exterior environments- Environment Lighting / Post-Process / Composition for a final Render- Creating High Quality Renders using the Movie render Queues- Creating a Professional Breakdown Document for your Portfolio
Requirements:No prior knowledge is formally required as everything is done from scratch- Downloading UE5 (Basic understanding is helpful but not required)- DCC Package (3Ds Max or Maya or Blender)- 2D Editing software (Photoshop or Canva)- Substance Painter- Downloading all the course resources
This Game Art class is focusing on Planning and Creating Modular Building Kits and Trim Sheets, however, we will cover the complete workflow of Environment creation from Conception to final integration in Unreal Engine 5.Along the way, we will learn:- how to optimize our custom Assets- how to establish and follow our Texel Density guidelines- how to work on a professional production of a Video Game Environment- how to work by increments and update our assets/textures step by step- how the Shaders work in UE5- how Weighted Normals work and why we use this technique- how to create a balanced Composition doing Set Dressing- How to use Vertex Painting and Decals to make our Modular Assets look Unique- How to use the Landscape and Foliage tools to create a simple organic Setting- How to adjust the Lighting and the Post-Process for our Final Render- How to create high Quality Renders- How to create a professional Breakdown for your PortfolioI will be sharing all the insights necessary for you to understand what it takes to get interviews for jobs, and hopefully, a job offer. You will only need to put in the work and be resilient and patient. :)The main goal is to show beginners and intermediate Level/Environment Artists what really matters to employers, namely: technical knowledge and understanding of your role. Many additional tips and tricks are shared in this class covering topics such as:- Modelling- Non-destructive workflows- Quick Prototyping- Researching / Gathering References- General differences between Indie and AAA Production- Direction and Focus for your early career- How to set yourself apart- Game Art Technical DocumentationWho this course is for:
- Beginner 3D Artists (School Students or Self-Taught) who are looking to get the most relevant information on what to learn and focus on- Intermediate 3d Artists (School graduates or Enthusiasts) who don't want to waste time working on long Projects where they will learn little and have average results to show for on their Portfolio- Junior 3D Artists working in the industry looking to reach the next level
Get to know the instructor and the main goal of the course
Overview of all the topics we will be covering over the course. Softwares used and alternatives.
Understand what matters to employers on Portfolios. How to research and gather references for Portfolio projects.
Using Pure Ref to organize our references.
Using Photoshop to plan our Modular Building Kit.
Using Photoshop to plan our Modular Building Kit continued.
Creating our Modular Building Kit in 3Ds Max. Modelling the Wall_Corner_01 Asset.
Creating our Modular Building Kit in 3Ds Max. Modelling the Wall_Window_01 Asset.
Creating our Modular Building Kit in 3Ds Max. Modelling the Wall_Window_01 Asset continued.
Creating our Modular Building Kit in 3Ds Max. Modelling the Wall_Door_01 Asset.
Creating our Modular Building Kit in 3Ds Max. Modelling the Roof_01 and Roof_Corner_01 Assets.
Creating our Modular Building Kit in 3Ds Max. Modelling the Roof_Top_Corner_01, Roof_Top_01, Tiles_Corner_01 Assets.
There was actually no ways of uploading the UE5 file, so I have uploaded all the external files for the Materials and Props as you will need them. Creation of the UE5 Project and Blockout import and assembly.
Creation of the UE5 Project and Blockout import and assembly continued. Setting up our camera for taking screenshots for our Breakdown.
Planning our Trim Sheets in Photoshop
Planning our Trim Sheets in Photoshop continued.
Creating our Trim Sheets in Substance Painter.
Creating our Trim Sheets in Substance Painter continued.
Creating our Trim Sheets in Substance Painter continued, establishing our Texel Density and Assets Unwrapping.
Establishing our Texel Density and Assets Unwrapping.
Assets Unwrapping.
Improving the Door.
Setting up our Assets for Tessellation in UE5
Setting up our Assets for Tessellation in UE5 continued.
Setting up our Assets for Tessellation in UE5 continued. Improving the Roof.
Improving the Trim Sheets. Creating the Chimney_01 Asset.
Improving the Roof and the Window.
Improving the Roof to its' final version.
Improving the Roof to its' final version continued.
Using Decals to add uniqueness to our Modular Assets.
Creating the Corner_Stones_01 Asset.
Creating our Base Glass Shader using a custom Mask created in Substance Painter.
Creating our Base Glass Shader using a custom Mask created in Substance Painter continued.
You will find the necessary Textures in the zipped folder named Additional_Materials. Setting up the shaders to use Vertex Painting.
Setting up the shaders to use Vertex Painting continued.
Fixing a few things on our Roof Assets.
Using Decals to add uniqueness to our Modular Assets continued.
Creating a basic Landscape using UE5 Sculpting tools and creating a basic Landscape Material for painting
The Grass Foliage type Assets can be obtained from the City Park pack on Fab (UE Marketplace). Migrating Foliage Assets and painting Foliage Assets using UE5 Foliage Tools.
Migrating Foliage Assets and painting Foliage Assets using UE5 Foliage Tools continued.
The Textures for the Material of the road can be found in the Additional_Materials zipped folder.
Setting up our Height-Blending Shader for the Road_01 Asset and setting up Vertex painting.
Setting up our Height-Blending Shader for the Road_01 Asset and setting up Vertex paintingcontinued.
Working on Composition by moving trees around and Set Dressing by adding Props.
Set Dressing by adding Props.
Improving our Height-Blending Shader.
Working on the Lighting.
Working on the Lighting continued.
Setting up the final render using the Movie Render Queue.
Setting up the final render using the Movie Render Queue continued.
Creating the Project Breakdown using Photoshop along with all our screenshots.
Creating our Project on Artstation and Publishing it.
Conclusion. How to push our Project further. What is next?
Last minute fixes before publishing our Project.
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