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Unreal Engine 4 – Learn How to Create a ‘Lost Road’ Scene

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Release date:2019, November

Duration:20 h 45 m

Author:Michael Gerard

Skill level:Beginner

Language:English

Exercise files:Yes

What Will I Learn?
Create 4K texture with Quixel Mixer
Create optimized models for realtime rendering with Speedtree
Add full of details without losing performance with Decals
Create Combined textures in Speedtree (Atlas) and Photoshop (RDAO/CRS/FHAO)
Configure Post Processing, Ligthing and get realistic rendering

Requirements
Have version 4.22.3 of the Unreal Engine 4
Know the basics of Unreal Engine 4 (Object placement, camera movement…)
Possess a valid license for Speedtree and have Speedtree 8.4 (or higher)
Possess a valid license for Quixel Megascans, Bridge and Mixer

Description
(This course is a direct continuation of my other course”Unreal Engine 4 : Learn How to Create a Natural Scene”)

In this course we will go even further in models creation and a scene.

The purpose of this course is to show you that it is possible to create fully optimized models without ever leaving Speedtree.

With the textures available in Megascans library, we start with a powerful ally for our objective which is to create a “Lost Road” scene.

Beyond the simple model creations, I will show you how to create your own textures from Speedtree in order to create models from different textures you have chosen.

Speaking of texture, I will show you how to create combined one called “Atlas”. That will give you total control over the quality and otimization.

Once our vegetation finished, we will move on to creating textures such as grass, rock and soil, but also a clean road texture and one that is worse and worse, all on Quixel Mixer.

We will put all our creations in place in a final scene on Unreal Engine and I will show you how to add even more details without losing performance with decals.

If you want to create scenes to feed your portfolio or deepen your knowledge this course is for you.

Important note :
If you want to learn the basics of Speedtree or Quixel Mixer I recommend to begin with the previous course “Unreal Engine 4 : Learn How to Create a Natural Scene”

All the texture used in this course are not included to the project file. You must have a Quixel Licence to download them.. Of course you are free to use the ones you want.

A valid Speedtree license is required to use the software.

This course was created in version 4.22.3 and it is STRONGLY RECOMMENDED to use THE SAME version! If you choose to use another version, be aware that you may encounter possible errors not covered in this course.

Who is the target audience?
Anyone interested in complete scene creation in the Unreal Engine 4

Watch online or Download for Free

Section 01 – Introduction
01 – Overview Final Project
02 – About Copyrights
03 – Resources
04 – Where to Start
Ressources.7z

Section 02 – Unreal Engine 4 – Material Updates (Only If You Follow The First Course)
05 – Update of Layers Function
06 – Add Mask Variation
07 – Update Biome Layers
08 – Get Better Blending Automatic Material
09 – Update of Enviro Master Material

Section 03 – Speedtree Unreal Engine 4 – Pine Creation
10 – Chapter Overview
11 – Clusters Setup
12 – Cluster Creation (Part 1)
13 – Cluster Creation (Part 2)
14 – Second Cluster Creation
15 – Render as Textures
16 – Atlas Creation
17 – Trunk Creation (Part 1)
18 – Trunk Creation (Part 2)
19 – Adding Main Branches
20 – Adding Secondary Branches
21 – Top Tree Creation
22 – Add Small Branches to the Trunk
23 – Update Atlas
24 – Add Moss to Small Branches
25 – (Tips) Change Parent Curve
26 – LODs + Wind + AO Configuration
27 – Export and Test in UE4
28 – Update of our Tree
29 – Second Model Creation
30 – Sapling Creation
31 – Bush Creation
32 – Final Export in UE4

Section 04 – Speedtree Unreal Engine 4 – Dogwood
33 – Chapter Overview
34 – First Cluster Creation (Part 1)
35 – First Cluster Creation (Part 2)
36 – Second Cluster Creation
37 – Flowered Cluster Creation (Part 1)
38 – Flowered Cluster Creation (Part 2)
39 – Dogwood Atlas Creation
40 – Bark Creation – Split Function
41 – Adding Branches
42 – Models Creation from Atlas Texture
43 – Adding Leaves
44 – Adding Moss
45 – Branches Optimization
46 – Ambient Occlusion, LODs and Wind Configuration
47 – First Test in UE4
48 – Creation of First Flowered Model
49 – Creation of Second Models
50 – Creation of Bush
51 – Final Export in UE4 (Merged)

Section 05 – Speedtree – Remove Noisy Alpha (Speedtree Export)
52 – How to Remove Noisy Alpha

Section 06 – Speedtree Unreal Engine 4 – Ground Foliage Creation
53 – Chapter Overview
54 – First Grass Cluster Creation (Part 1)
55 – First Grass Cluster Creation (Part 2)
56 – Second Grass Cluster Creation
57 – First Plant Cutout
58 – First Plant Cluster Creation
59 – Second Plant Cutout
60 – Second Plant Clear Cluster Creation
61 – Second Plant Dark Cluster Creation
62 – How to Change Color Range in Photoshop
63 – Third Plant Cluster Creation
64 – Twigs Cluster Creation
65 – Atlas Creation (Part 1)
66 – Atlas Creation (Part 2)
67 – Atlas Creation (Part 3)
68 – Atlas Creation (Part 4)
69 – First Grass Patch Creation
70 – Second Grass Patch Creation
71 – First Plant Patch Creation
72 – Second Plant Patch Creation
73 – Third Plant Patch Creation
74 – Twigs Creation (Part 1)
75 – Twigs Creation (Part 2)
76 – Final Export in UE4 (Merged)

Section 07 – Unreal Engine 4 – How to Get a Better Placement for Automatic Foliage
77 – Chapter Overview
78 – Creation of Vegetation Mask Function
79 – Creation of Vegetation Logic Function
80 – Adding the Function to our Master Material and Test

Section 08 – Quixel Mixer Unreal Engine 4 – Create Landscape Textures
81 – Chapter Overview
82 – Creating the Grass Texture
83 – Creating the Dirt Texture
84 – Creating the Rock Texture
85 – Export and Test in UE4

Section 09 – Quixel Mixer 3ds Max Unreal Engine 4 – Road Creation
86 – Chapter Overview
87 – Creating the Road Base Texture
88 – Creating the Road Cracked Texture
89 – Creating the Road Model
90 – Export and Test in UE4
91 – Texture Retakes and Final Test

Section 10 – Unreal Engine 4 Photoshop – Decals
92 – Chapter Overview
93 – Creating the Master Material
94 – Configure Patches for Road
95 – Create Dogwood Leaves Decal in Speedtree
96 – Create Pine Needles Decal in Speedtree
97 – Create RDAO and Final Test

Section 11 – Unreal Engine 4 – Scene Creation
100 – Add Reliefs to the Landscape
101 – Add Road Variation Textures
102 – Procedural Pines Placement
103 – Add Ground Foliage
104 – Add Fog
105 – Enable Nvidia Ansel and Generate the HDR
106 – Dogwood Placement
107 – Enable Dynamic Indirect Lighting (LPV)
108 – Add Side Decals
109 – Add Side Vegetation
110 – How to Setup a Megascans Rocks
111 – Add Rocks
112 – Add Road Decals
113 – Getting a Better Tessellation
114 – Adjust Last Details
98 – Road Placement
99 – About Procedural Foliage Spawner


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2 Comments

  1. Hello Admin Thank you for posting this but can you upload this one
    https://www.udemy.com/course/ue4-creation-fps/
    it’s from same person Michael Gerard

  2. Hi Admin! Thanks for everything! Just wanted to tell you that the part.28 is broken. Can’t download it. Tried several times but nothing.
    Could you see into it? Thank you for all the work !

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