How to make a stylized outdoor environment from start to finish
How to make a stylized outdoor environment from start to finish
Gumroad – How to Make a Stylized Outdoor Environment from Start to Finish
Gumroad – How to Make a Stylized Outdoor Environment from Start to Finish
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Category: Tutorial
A Complete Course that teaches how to easily create a simple Stylized Outdoor Environment from start to finish. Fully Narrated Step by step instructions on how to model, sculpt, texture, and put everything together into a scene with Unreal Engine 4.
nitroflare.com/view/8D488DFB7936D69/Stylized_Environment_by_3DEX.part01.rar
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How to make a stylized outdoor environment from start to finish
_Over 20 Instructional Videos on how to model, texture, and set everything up in Unreal Engine 4
_Unreal Engine 4 project with all corresponding files.
_Lighting video Tutorial with step by step narrated instructions on how to light this scene with Unreal Engine plus general lighting tips.
Covered Topics:
_Model and UV using the latest version of Autodesk Maya.
_Sculpting using the latest version of Zbrush.
_Texturing with Substance Painter.
_Creating Procedural Materials using Substance Designer.
_Exporting and Importing Models and Textures to Unreal Engine 4.
_Creating Materials and Blueprints with UE4.
_How to Make Simple Flowing Water in UE4.
_How to Make and Add Wind Movement to Foliage/Grass in UE4.
_Preparing Models for Baked Lighting in UE4.
_Lighting the Final Level and Taking Screenshots.
What People Are Saying About The Course :
+Bonus:
_A step by step narrated video tutorial on How to Create a Stylized Smart Material within Substance Painter to aid you in the texturing process.
_Stylized Smart Material.
_Custom Zbrush Brushes.
Learning Outcomes:
_Ability to apply the techniques and workflows used in this course to create and put together any type of outdoor environment within Unreal Engine 4.
_Able to create simple procedural materials using Substance Designer.
_Properly prepare models for a game engine.
_Be able to apply simple lighting to an Unreal Engine level.
(Unreal project was made with UE4 version 4.22.3 and can be opened on that version and later versions. The Substance Painter Smart Material that comes with this course requires version 2017.4.2 or higher. The custom Zbrush brushes require Zbrush 2019 or above)
License: Commercial use of these files is permitted but cannot be included in an asset pack or sold at any sort of asset/resource marketplace
Detailed Table of Contents:
_Outdoor Environment Scene Project ( UE4 Project)
_001_Introduction to Course (0:04:00)
_002_Planning and Concept Art Breakdown (0:05:00)
_003_How to use Autodesk Maya (0:14:00)
_004_How to use Zbrush (0:24:00)
_005_How to use Substance Painter (0:08:00)
_006_How to use Substance Designer (0:11:00)
_007_How to use Unreal Engine 4 (0:06:00)
_008_Modular Structure Props Modeling (0:12:00)
_009_Modular Structure Props Sculpting (1:15:00)
_0010_Modular Structure Props Sculpting Finishing (1:18:00)
_0011_Modular Structure Props Texturing (0:48:00)
_0012_Making Stylized Rocks (0:47:00)
_0013_Stylized Tree Modeling (0:41:00)
_0014_Stylized Tree Texturing (0:38:00)
_0015_Procedural Stylized Grass(0:40:00)
_0016_Procedural Stylized Ground Dirt (0:38:00)
_0017_Making Stylized Plants (0:50:00)
_0018_Stylized Plants Texturing (0:40:00)
_0019_Procedural Stylized Moss (0:26:00)
_0020_Exporting and Importing Models into UE4 (0:21:00)
_0021_Exporting Textures and Making Materials in UE4 (0:25:00)
_0022_Making Blueprints in UE4 (0:08:00)
_0023_How to Make Terrain (0:10:00)
_0024_How to Add Terrain Material (0:30:00)
_0025_How to Add Water and Grass Sway (0:35:00)
_0026_Adding Vines and Overgrowth (0:50:00)
_0027_How to Light the Level and Finalize (0:46:00)
CG Persia
Gumroad – How to Make a Stylized Outdoor Environment from Start to Finish
Gumroad – How to Make a Stylized Outdoor Environment from Start to Finish
Title: Gumroad – How to Make a Stylized Outdoor Environment from Start to Finish
Info:
A Complete Course that teaches how to easily create a simple Stylized Outdoor Environment from start to finish. Fully Narrated Step by step instructions on how to model, sculpt, texture, and put everything together into a scene with Unreal Engine 4.
Details:
_Over 20 Instructional Videos on how to model, texture, and set everything up in Unreal Engine 4
_Unreal Engine 4 project with all corresponding files.
_Lighting video Tutorial with step by step narrated instructions on how to light this scene with Unreal Engine plus general lighting tips.
Covered Topics:
_Model and UV using the latest version of Autodesk Maya.
_Sculpting using the latest version of Zbrush.
_Texturing with Substance Painter.
_Creating Procedural Materials using Substance Designer.
_Exporting and Importing Models and Textures to Unreal Engine 4.
_Creating Materials and Blueprints with UE4.
_How to Make Simple Flowing Water in UE4.
_How to Make and Add Wind Movement to Foliage/Grass in UE4.
_Preparing Models for Baked Lighting in UE4.
_Lighting the Final Level and Taking Screenshots.
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Как создать стилизованное окружение от старта до финиша
How to Make a Stylized Outdoor Environment from Start to Finish
Gumroad
Программное обеспечение: Autodesk Maya, Zbrush, Substance Painter, Substance Designer, Unreal Engine 4
На этом курсе, вы научитесь простому и быстрому способу создания стилизованной сцены окружения с нуля и до финального этапа. Все этапы работы будут описываться пошагово и подробно. Мы проведем моделинг, скульптинг, текстурирование и сборку сцены в Unreal Engine 4. Особое внимание будет уделено освещению, вы узнаете общие принципы его настройки и специализированные инструменты Unreal Engine.
Основные темы курса:
1. Создание моделей и UV с использованием Autodesk Maya.
2. Скульптинг в Zbrush.
3. Текстурирование в Substance Painter.
4. Создание процедурных материалов с использованием
1. Основы Zbrush, Autodesk Maya, Substance Painter, Substance Designer, и Unreal Engine 4.
2. Пошаговое видео по созданию стилизованного смарт материала для текстур в Substance Painter.
3. Кастомизация кистей Zbrush.
Знания, полученные на этом курсе, помогут вам создавать и собирать практически любой тип окружения в Unreal Engine 4.
Вы сможете создавать процедурные материалы в Substance Designer.
Научитесь правильно готовить модели к использованию в игровых движках.
Материал на русском языке + английском
Скрытое содержимое могут видеть только пользователь группы: PRO
Creating a Game-Ready Stylized Chest from Start to Finish
Guillermo Lozano shows us how to make a game-ready stylized prop from start to finish using Maya, Zbrush & Substance Painter.
Enjoy the Article? Join the Patreon community for more content.
Introduction
My name is Guillermo Lozano. I’m a 23 year old 3D artist from Madrid, Spain. I finished my studies last July and since then I’ve been improving my skills on my own and looking for a job in this industry.
I always loved stylized art because I grew up with games such as Spyro, Crash Bandicoot, Ratchet & Clank and Jak and Daxter. My love for video games and animation movies is what made me choose this industry so I can make people enjoy these games as much as I have over all these years.
You can check my stuff in my ArtStation page or in my web.
Project Idea
I wanted to create a nice looking prop to add to my portfolio, so I started searching for some inspiration on ArtStation and Pinterest. Since I’m not good at drawing (at least yet), I usually look for a concept I like from someone else and ask for their permission to model it.
You can see his concept below but I encourage you to visit his ArtStation page to see his art ( awesome VFX stuff ).
Planning
The first thing I do when starting a project is thinking about what it will be used for and how I’m going to do it. In this case I wanted to show the chest opened and closed so I kept in mind that I had to model the inside and separate the upper and bottom part of the chest.
With this concept I had a nice reference about how (more or less) the outside of the chest should look like, but as I said before I wanted to give it my own personal touch. So chests were created in order to keep things safe inside them, but… what if this one had “nothing” inside? That was my main idea to make the interior. And of course a key is also needed to open it!
Making the Base
I have 2 monitors, so I place references on the right monitor while I work on the left one (main one). If you don’t have 2 monitors you can place your reference by going to View > Image Plane > Import Image. If your reference is in an orthographic view, create it in that view so you can match it better.
The first thing I like to do is placing and scaling my primitives in order to match my reference proportions and then I start extruding polygons to create more shapes.
When I was refining my model, I tried to pay attention to little details to make the silhouette more interesting. For example trying to avoid straight 90 degrees angles in corners:
Once this was done and everything was in place I added support loops in order to subdivide and import it to ZBrush.
Adding Detail
After importing my model to ZBrush, I subdivided the subtools a few times to get a high enough polycount for detailing. The most important feature of these kind of chests are the wood cracks, so that was the first thing I sculpted. Because this chest has a stylized aesthetic wood planks don’t need to be straight and the same with the cracks.
Using pen pressure, I controlled how deep and wide I wanted the cracks to be. Making cracks have different depth and width it’s what makes them look cool! Next thing was to add some bevels and damage to the metal and chains.
I used the same brushes for the inner and outer parts of the chest. To sculpt the inside part, I just rotated the upper part and then rotated it back the same degree amount.
After I finished detailing the model, I renamed the subtools with something I could recognize later when doing retopology and baking:
Retopology and UVs
I like to use Maya’s Quad Draw in order to create polygons on top of my highpolies and match its shape as best as I can. You just have to select your highpoly and “make it live” and then use the Quad Draw tool on it.
When the lowpoly it’s done I match its name with the highpoly but replacing “hp” with “lp” (I’ll need that naming later in Substance Painter, and having things correctly named always helps).
Then I move on to shading groups and Uvs. I select the model and apply a “soften edge” (that is placed in the Mesh Display menu). After that I select the edges that I consider that make a plane change and apply a “harden edge”.
To make the UVs, I normally use the Bonus Tool Autounwrap Uv tool but it gave me problems recently, so I made them the old fashioned way.
Textures
I imported the model to Substance Painter and made some baking tests. After checking everything was good I baked all my needed maps using the match by name option. That way you can control better your bakes and avoid some artifacts.
While working on textures it’s nice to check how everything looks in your chosen engine. To render this project I decided to use Marmoset Toolbag 3. I made a 3 point lighting setup and went back and forth between Marmoset and Substance.
Gradients are super important in stylized art so to finish my textures I added some top-down light and shadow gradients. They have to be subtle because in PBR workflow you don’t really want lights, shadows and reflections to be painted in your diffuse map.
This is how textures look without gradients and color corrections :
And this is how they look with gradients and color corrections :
Rendering and Composition
I exported my textures and plugged them in my Marmoset material. Keep in mind, your model won’t look exactly the same as in Substance Painter, but that’s not a problem because as I told you before I was checking how it was looking inside Marmoset while doing textures!
Obviously your skydome and lights will affect the way your model looks. Then I made renders of both closed and opened “treasure” chests and composed them in Photoshop. I didn’t tweak at all the way my model looks because since its a game ready prop, it wouldn’t make sense to apply any kind of post-production to it.
Here you have the final result!
I hope you enjoyed the breakdown!
It was my first time making one so if you have any doubts or want to contact me for any reason, here you have my social media:
Twitter: @Guille_L_T
Instagram: guillelt3d
Источники информации:
- http://3dex.gumroad.com/l/OutdoorCourse
- http://cgpersia.com/2020/02/gumroad-how-to-make-a-stylized-outdoor-environment-from-start-to-finish-167015.html
- http://eground.org/threads/kak-sozdat-stilizovannoe-okruzhenie-ot-starta-do-finisha-gumroad-2019.74464/
- http://stylizedstation.com/article/game-ready-stylized-chest/