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3D Video Game Environment Art Bootcamp by Eddie Faria

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Release date:2023, March

Duration:11 h 08 m

Author:Eddie Faria

Skill level:Beginner

Language:English

Exercise files:Yes

Join the Game Arts Academy Environment Artist Boot Camp and take your environment art skills to the next level! Over the course of 12 weeks, this program is designed to transform you into a talented professional.

As you create and build, you’ll have access to industry secrets, tips, and tricks related to the environment art pipeline. You’ll also gain little-known knowledge about 3D art that will give you an almost unfair advantage over other artists. Expert instruction, interactive elements, and real-world projects will help you learn the exact methods used by professional environment artists to create beautiful, immersive 3D worlds.

No more sloppy mistakes! With this boot camp, you’ll develop a strong portfolio that will have recruiters fighting over you. This course is perfect for self-starters who are ready to take action and achieve greatness in their environment art skills. Let’s get started!

What will you learn

  • Create a dynamic and interactive story that draws people into your environment.
  • Enhance your environment composition skills by building better blockouts.
  • Achieve professional and immersive lighting in your scenes by using Unreal Engine 5 Lumin.
  • Complete your props to a high standard by unwrapping and baking assets.
  • Speed up your prop creation process and add impressive detail using Photogrammetry.
  • Stand out from other artists by mastering Zbrush for highly detailed environment art.
  • Utilize decals to create visually stunning scenes that impress your audience.
  • Make your portfolio stand out by using little-known tips and tricks for effective self-promotion.

Who is this course for:
Intermediate and Advanced Environment Artists looking to break into the Games Industry
Working professional Game Artists who wish to take their skills to the next level

Watch online or Download for Free
01 – Project Kickoff

01 – Project Objectives
02 – Tips on Choosing an Environment
03 – The Four Pillars of Success
04 – Milestone Assignment Initial PureRef Board

02 – Week 2 Story Is King

05 – Start with the Story
06 – Tell a Personal Story
07 – Creating a Sense of Awe
08 – Expanding on The Story
09 – Creating Narrative
10 – Milestone Assignment Story Template

03 – Week 3 Greyboxing and Proxy Modeling

11 – What is Greyboxing and How do we use it
12 – Greyboxing and its Uses
13 – Composition Techniques
14 – Tangents And How to Avoid Them
15 – Tangents And How to Avoid Them
16 – Getting Started and General Tips
17 – Setting Up
18 – Exporting Asset Tips
19 – Exporting Assets to UE5
20 – Milestone Assignment

04 – Week 4 UE5 Lumin Lighting

21 – Let There Be Light
22 – Aspects of Light
23 – Introducing Lumin Lighting in UE5
24 – Getting Started With Lumin
25 – Directional Light
26 – Indirect Lighting
27 – Artificial Lights
28 – IES and Animated Light Functions
29 – Fill Lights
30 – GPU light mass
31 – Relighting Portfolio Pieces
32 – Milestone Assignment First Lighting Pass

05 – Week 5 Tileable Textures

33 – Tileable Textures Basics
34 – Texel Density
35 – Aligning Textures
36 – Working With Tileing
37 – Adding Details to Tileable Textures
38 – Cutting Details Into Tileable Textures
39 – Things to Avoid With Tileable Textures
40 – Milestone Assignment Room Textured

06 – Week 6 Baking and Unwrapping

41 – Introduction and Preparing the Mesh
42 – Unwrapping a Cylindrical Object
43 – Unwrapping Best Practices
44 – Preparing For Baking
45 – Baking in Marmoset Toolbag 4
46 – Exporting to Substance Painter
47 – Exporting to Substance Painter
48 – Milestone Assignment Hero Prop 1

07 – Detailing a Scene with Decals and SFX

49 – Stickers and Decals
50 – Enhancing Details
51 – Creating the Base Layer
52 – Adding Details
53 – Working with Roughness
54 – Adding Wear and Tear
55 – Summary Example
56 – Closing Tips and Advice
57 – Milestone Assignment 2nd Hero Asset 2nd Pass Lighting

08 – Zbrush for Environment Art

58 – Intro and Analyzing Reference
59 – Preparing the Model for Sculpting
60 – Getting Started with Dynamesh
61 – Sculpting Details
62 – Using Alphas
63 – Decimation Master and Low Poly
64 – Merging Assets and Sculpting Cracks
65 – Conclusion
66 – Milestone Assignment Third Hero Prop

09 – Photogrammetry

67 – What is Photogrammetry
68 – What you Need to Get Started
69 – Photographing your Subject
70 – Getting Started With Reality Capture
71 – Generating a Mesh in Reality Capture
72 – Processing the Mesh in Zbrush
73 – Unwrapping Baking and Final Model
74 – Milestone Assignment Third Pass Lighting Medium Assets

10 – Decals and Their Uses

75 – Introduction to Decals
76 – Many Uses of Decals
77 – Working with Material Instances
78 – Other Types of Decals
79 – Working With Fog
80 – QA
81 – Milestone Assignment Decal Pass

11 – Post Process

82 – Post Process Settings
83 – Working With Exposure
84 – Bloom and Chromatic Aberration
85 – Global Illumination and Reflections
86 – Lens Effects
87 – Color Grading and LUT
88 – QA
89 – Milestone Assignment Environment Mood

12 – Portfolio Renders

90 – Taking HighResolution Screenshots
91 – Editing Screenshots in Photoshop
92 – Unsharp Mask and Depth of Field
93 – Rendering Portfolio Videos
94 – Creating Thumbnails for Artstation
95 – QA
96 – Milestone Assignment Final Portfolio Post

[Udemy] 3D Video Game Environment Art Bootcamp by Eddie Faria.7z.rar
[Udemy] 3D Video Game Environment Art Bootcamp by Eddie Faria_Subtitles.7z


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