Uartsy - Environment Creation in Unreal Engine 4 上

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2019-05-07 19:38:53
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01 Introduction to Texel Density
07:23
02 Introduction to Map Sizes
04:24
03 General Guidelines for Enhancing Resolution
04:59
04 Texel Density Continued
05:10
05 Introduction to Subdivision Modeling
09:05
06 Subdivision Modeling Part 2
05:28
07 Subdivision Modeling Part 3
02:09
08 Modeling with Booleans
07:20
09 Spline Modeling
03:44
10 What's Next
01:41
11 Basic High-Poly Modeling Part 1
07:05
12 Basic High-Poly Modeling Part 2
04:27
13 Edge Creasing
14:10
01 Blocking In a Hallway Asset
06:52
02 Modeling the Level Design Kit Part 1
07:33
03 Modeling the Level Design Kit Part 2
07:45
04 Modeling the Level Design Kit Part 3
10:14
05 Checking Texture Scale
07:24
06 Building Low Poly Models
10:41
07 Spline Modeling
07:02
08 Low Poly Modeling Continued
10:24
09 Checking the Model and Breaking Repetition
05:27
10 Modeling the Hallway Ceiling
17:34
11 Adjusting Scale
07:07
12 Checking the Model in Unreal
04:28
13 Setting Up Collision Part 1
03:01
14 Setting Up Collision Part 2
03:55
01 Introduction
07:51
02 Relaxing UVs
07:41
03 UVing Part 1
10:44
04 UVing Part 2
04:52
05 UVing Part 3
09:46
06 UVing Part 4
03:52
07 UVing Part 5
04:09
08 Combining Geo
04:23
09 Beginning to Pack UV Islands
04:40
10 Continuing to pack UVs
04:49
11 Packing More UVs and Tesselating the Object
04:36
12 Packing UVs and Baking Normals
06:35
13 Using Quixel Suite for Texturing
05:21
14 Continuing to Texture and Modeling Pannels
06:46
15 Continuing to Model the Pannel
09:00
16 Making Desings on the Fly
07:26
01 Setting up Material Shading Atributes in Unreal4
09:48
02 Modeling Interior Bulkheads
07:49
03 Creating a Lock Mechanism for Our Hatch
05:57
04 Creating Small Assets For the Hatch
03:55
05 Continuing to Add to the Hatch Structure
04:51
06 Modeling in Detail Pieces
05:25
07 Connecting and Positioning Assets
03:43
08 Modeling in Engineering Components
05:04
09 Adding Detail Quick using Boolians
03:54
10 Accurately Positioning Assets into the Scene
05:59
11 Implimenting more Structual Details
07:08
12 Testing our Assets in Unreal4
06:47
13 Creating Detailed Iterations
06:57
14 Evaluating Surface Normals
06:52
15 Digging Deeper into Surface Normals
06:32
16 Stitching, Breaking and cutting UV's
06:10
17 More UVs
03:05
01 Stacking UVs in UV Layout Part 1
05:38
02 Stacking UVs in UV Layout Part 2
06:44
03 Offsetting Stacked UVs
07:32
04 Ripping Maps Using Xnormals
05:08
05 Importance of Stacking
03:54
06 Setting up for Texturing
06:18
07 Layer Blending Options
06:29
08 Cleaning up AO and Map Size Discussion
05:41
09 Creating Masks in 3Ds Max
07:14
10 Adding Stains
06:30
11 Adding Rust
05:01
12 Adjusting Values
06:48
13 Fixing the Pipe Bottoms
07:29
14 Adding More Value Variation
08:34
15 Creating a Roughness Mask
06:00
16 Plugging in New Maps
07:53
17 Setting up Light Maps
09:42
18 Trouble Shooting
05:49
01 Creating Game Assets
06:59
02 Spline Modeling Game Assets P1
03:51
03 Spline Modeling Game Assets P2
04:06
04 Detailing Game Assets P1
02:51
05 Detailing Game Assets P2
03:46
06 Adding Functional Ornate Details P1
04:12
07 Adding Functional Ornate Details P2
03:05
08 Constructing The Game Asset P1
05:12
09 Constructing The Game Asset P2
03:04
10 Adjusting Existing and Creating new Handles Hinges and Bolts P1
07:54
11 Adjusting Existing and Creating new Handles Hinges and Bolts P2
02:31
12 UV'ing the Game Asset P1
05:32
13 UV'ing the Game Asset P2
06:17
14 Creating Texture Maps For the Game Asset
06:43
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