Learn the ART of Video Games
What you’ll learn
You will have a solid understanding of art fundamentals, the complete video game art pipeline and how to take a concept image and turn it into a 3D scene.
You will learn how to conceptualise a 3D scene.
You will break down the concept, grey box the scene and build it in Unity.
You will build, texture and light the final scene.
Requirements
You should have a keen interest in video game environment art. It would be beneficial if you had a basic understanding of art fundamentals. You should certainly play games and if you stare in awe at your games, and wonder how on earth they created such stunning scenes, then you can find out right here. This course is more art focused than it is technical.
Description
***************************************************************Updated March 2020.I have added a new section added to include Substance Alchemist (SA), the replacement for B2M. I have not removed the B2M lectures, they are still there if you wish to learn it as well as SA. I have also included many tweaks and updates in various parts of this ever growing course, which now sits at 44 hours of invaluable content. Enjoy.***************************************************************Creating environment art for video games can be a technical endeavor, but at its core, it’s an art form. Simply pulling assets from an online store, and dropping them into an off the shelf game engine isn’t enough in today’s competitive industry. You need fundamental art skills, and if you want to stand out from the crowd… you need to create your own art and present your skills.With 30 years of game development experience in an art and design capacity, I will show you, from an artist’s perspective, how to create your own game ready 3D scene from scratch, as if you were working in an industry studio. You will start literally from a blank page, go through art fundamentals and the whole asset creation process, and use that knowledge to construct a visually stunning 3D game environment presented in Unity. You will create every asset yourself. You will not be using library assets.Creating art is at the heart of this course, but creating visuals is not just about the art, it’s also about the ideas and the design that spawn the art. You will start at the beginning, at the design phase, and learn how to extract art related information from a game design document and create a map for your scene.Create an art brief for your own project.Create a Map / Level design. To create stunning concept art, you need a firm understanding of art fundamentals. The Horizon Line1, 2 and 3 point perspectiveLight, shadow and valueColorI will then take you through the process of creating concept art, and show you techniques you can use to create quick speed paintings based on the fundamentals you have learned.Create Concept art from scratchYou will break down the visual brief and the concept art into assets and create a plan to build them yourself to a professional standard. With that behind you, you will move into the biggest part of the course, building your scene.Learn to use 3DS Max and Substance Painter. If you’re a beginner, I will teach you how to use 3DS Max, an industry standard modelling package. If you’re intermediate and you know how to use it, you can skip this part. But once you’ve mastered the basics, you’ll begin creating a white box environment based on the design and the concept in previous lectures. Create white box environments using basic modelling techniques.Finally we’ll move into more advanced modelling and UV mapping techniques, and build ALL the components for our scene, using our white box as a guide. We’ll create PBR textures in Substance Painter; export everything from 3DS Max, and drop it into Unity where we’ll build the scene using the assets you have created.Create detailed, final assetsUV MapCreate textures in Substance PainterBuild and light the scene in UnityThis course is perfect for anybody seriously wishing to pursue a career as an environment artist in the games industry and would like to experience the process and pipeline from scratch.It’s suitable for beginners to Intermediate levels.The more advanced artists may find that you’re going over old ground in some areas, but it can still be a worthy refresher course. Over time, the course will get regular updates and keep on trend with industry techniques and standards. New content will also be added in the future.This IS NOT an animation course and it IS NOT a character modelling course. Both of those are very specific disciplines within the game industry, and here, we are primarily focusing on highly detailed, quality, environment creation.
Overview
Section 1: Start Here
Lecture 1 Introduction
Section 2: What to Expect
Lecture 2 Course Structure
Lecture 3 Software You Will Need
Lecture 4 Hardware You Will Need
Lecture 5 Join our Facebook Group
Lecture 6 CREDITS
Section 3: Visual Design
Lecture 7 Visual Design Introduction
Lecture 8 Visual Design Brief
Lecture 9 The Game Map
Lecture 10 Design Challenge
Lecture 11 Design Conclusion
Section 4: Art Fundamentals
Lecture 12 Art Fundamentals Introduction
Lecture 13 Composition and The Golden Ratio
Lecture 14 Vision Field
Lecture 15 Horizon Line
Lecture 16 1 Point Perspective
Lecture 17 2 Point Perspective
Lecture 18 3 Point Perspective
Lecture 19 Vainishing Point Is Off The Page
Lecture 20 Colour Terminology
Lecture 21 Value and the Colour Wheel
Lecture 22 Perspective Challenge
Lecture 23 Fundamentals Conclusion
Section 5: Creating Concept Art
Lecture 24 Concept Art Introduction
Lecture 25 Visual Style
Lecture 26 Some Sketching Exercises.
Lecture 27 Gather Reference Material
Lecture 28 The Thumbnail Sketch
Lecture 29 Your Next Assignment:
Lecture 30 Blocking Out Initial value in the thumbnail
Lecture 31 Going Big, and Blocking Out Shapes
Lecture 32 Adjusting Shape, Composition and Value
Lecture 33 Progress Update
Lecture 34 Adjusting Value and Adding Texture
Lecture 35 Adding Detail and Color
Lecture 36 Create Supplement Drawings / Studies
Lecture 37 Further Reading: ART Books
Lecture 38 Concept Art Conclusion
Section 6: 3DS Max Overview
Lecture 39 3DS Max Introduction
Lecture 40 Downloading and Installing 3DS Max
Lecture 41 3DS Max Viewport Layout
Lecture 42 3DS Max GUI
Lecture 43 3DS Max Control and Keyboard Shortcuts
Lecture 44 3DS Max Configuration Set Up
Lecture 45 3DS Max Overview Conclusion
Section 7: Setting Up Unity
Lecture 46 Setting Up Unity Introduction
Lecture 47 Downloading and Installing Unity
Lecture 48 Setting Up Your Project and Scale In Unity – Import Your First Model
Lecture 49 Max to Unity Challenge
Lecture 50 Setting Up Unity Conclusion
Section 8: Modelling Basics
Lecture 51 Modelling Basics Introduction
Lecture 52 What is a Vertex and an Edge?
Lecture 53 Triangles, Quads and Topology
Lecture 54 Backface Culling
Lecture 55 Normals and Flipping Normals
Lecture 56 Transforms: Move it, Rotate it and Scale it
Lecture 57 Edge Loop and Extrude
Lecture 58 Extrude Along a Curve
Lecture 59 Primitives, Mesh and Poly Mode
Lecture 60 Smoothing Groups
Lecture 61 Xform – Everything Is Not As It Seems
Lecture 62 Challenge: Create A Basic Model
Lecture 63 Challenge Solution: Basic Model
Lecture 64 Modelling Basics Conclusion
Section 9: White Boxing
Lecture 65 White Boxing Introduction
Lecture 66 Unity Challenge Solved
Lecture 67 Breaking Down the Concept
Lecture 68 Build Simple, White Box Props: Part 1
Lecture 69 Build Simple, White Box Props: Part 2
Lecture 70 Gathering Reference Material
Lecture 71 Build an Oak Tree: Use Soft Selection
Lecture 72 Challenge: Build a Second White Box Oak Tree
Lecture 73 Using Freeform on the Second White Box Oak Tree
Lecture 74 Build Various White Box Trees: Using Curves
Lecture 75 Hut Main Structure: Using Poly Cut: Part 1
Lecture 76 Hut Main Structure: Using Poly Cut: Part 2
Lecture 77 Hut Roof, Chimney: Using Isolation Mode
Lecture 78 Hut Porch, Steps and Hand Rail
Lecture 79 Hut Door: Pivot Positioning and Animation
Lecture 80 Rocks: Flagstone Slabs (steps)
Lecture 81 Rocks: Using FFD and Noise: Part 1
Lecture 82 Rocks: Using FFD and Noise: Part 2 + Challenge
Lecture 83 White Box Final Rocks
Lecture 84 White Box Modelling Conclusion
Section 10: Building White Box Scene in Unity
Lecture 85 Building White Box Scene Introduction
Lecture 86 A Quick Tour of Unity’s Layout
Lecture 87 Displaying the Map in Unity
Lecture 88 Export From Max | Which format? (August 2018)
Lecture 89 Bringing White Box Objects Into Unity
Lecture 90 Create Terrain in Unity Part 1 (2019) | June 2019
Lecture 91 Create Terrain in Unity Part 2 (2019) | June 2019
Lecture 92 Create Terrain in Unity: Part 1 (2018)
Lecture 93 Create Terrain in Unity: Part 2 (2018)
Lecture 94 Import Standard Assets: Let’s Walk Around
Lecture 95 Build Scene in Unity: Part 1
Lecture 96 Build Scene in Unity: Part 2
Lecture 97 Build Scene in Unity: Part 3
Lecture 98 Add Collision to Your Scene
Lecture 99 White Box Scene Conclusion
Section 11: Building Detailed Geometry
Lecture 100 High Detail Geometry Introduction
Lecture 101 Steel Barrels From a Primitive: Using Insert
Lecture 102 Axe: Using 2D Projection Reference
Lecture 103 Flagstones: Using Turbo Smooth
Lecture 104 Hut Introduction
Lecture 105 Hut Door and Frame, Using ‘Chamfer’: Part 1
Lecture 106 Hut Door and Frame: Using Chamfer: Part 2
Lecture 107 Hut Walls: Part 1
Lecture 108 Hut Walls: Using Cut: Part 2
Lecture 109 Hut Walls: Part 3
Lecture 110 Hut Porch: Using ‘Group’: Part 1
Lecture 111 Hut Porch: Part 2
Lecture 112 Hut Porch: Part 3
Lecture 113 Hut Window, Using ‘Bridge and Connect’: Part 1
Lecture 114 Hut Window, Using ‘Bridge and Connect’: Part 2
Lecture 115 Hut Roof, Using Array.
Lecture 116 Hut Chimney
Lecture 117 Gathering Reference Material
Lecture 118 Oak Tree: Using Splines: Part 1
Lecture 119 Oak Tree: Part 2
Lecture 120 Oak Tree: Part 3
Lecture 121 Tree Review
Lecture 122 Detailed Log Challenge
Lecture 123 Detailed Geometry Conclusion
Section 12: Modelling Techniques
Lecture 124 Spline Modelling | Part 1 (Feb 2019)
Lecture 125 Spline Modelling | Part 2 (Feb 2019)
Lecture 126 Spline Modelling | Part 3 (Feb 2019)
Section 13: UVs, Materials and Textures
Lecture 127 UVs, Materials and Textures Introduction
Lecture 128 What are UVs?
Lecture 129 What are Texture Maps and Materials?
Lecture 130 What is a Multi-Sub Material / Object and Material IDs?
Lecture 131 PBR in Unity: Introduction
Lecture 132 PBR in Unity: Albedo
Lecture 133 PBR in Unity: Metallic
Lecture 134 PBR in Unity: Normal
Lecture 135 UVs, Materials and Textures Conclusion
Section 14: B2M | Preparing and Applying Terrain Textures
Lecture 136 YOU CHOOSE | MUST WATCH
Lecture 137 Terrain Texturing Introduction
Lecture 138 Sourcing Terrain Textures
Lecture 139 Preparing Terrain Textures in Photoshop
Lecture 140 Authoring Terrain Textures in B2M: Part 1
Lecture 141 Authoring Terrain Textures in B2M: Part 2
Lecture 142 Preparing The Smoothness Alpha Channel
Lecture 143 Applying Textures to Unity Terrain
Lecture 144 Terrain Textures Conclusion
Section 15: ALCHEMIST | Preparing and Applying Terrain Textures
Lecture 145 Terrain Texture Intoduction (Jan 2020)
Lecture 146 Sourcing Terrain Textures (March 2020)
Lecture 147 Preparing Terrain Textures in Photoshop (March 2020)
Lecture 148 Authoring Terrain Textures in Alchemist: Part 1
Lecture 149 Authoring Terrain Textures in B2M: Part 2
Lecture 150 Preparing The Smoothness Alpha Channel
Lecture 151 Applying Textures to Unity Terrain
Lecture 152 Terrain Textures Conclusion
Section 16: UV Unwrapping Different Types of Object
Lecture 153 UV Unwrapping Introduction
Lecture 154 UV Unwrapping Basics in 3DS Max
Lecture 155 UV Unwrapping Flagstones: Merging Multiple Objects
Lecture 156 UV Unwrapping a Metal Drum: Using Straighten (sort of)
Lecture 157 UV Unwrapping an Axe: Creating a Multi-sub Material
Lecture 158 UV Unwrapping an Oak Tree: A Complex Shape
Lecture 159 UV Unwrapping the Hut Introduction
Lecture 160 UV Unwrapping the Chimney
Lecture 161 UV Unwrapping the Hut Roof: Part 1: Tiling
Lecture 162 UV Unwrapping the Hut Roof: Part 2
Lecture 163 UV Unwrapping the Hut Handrail
Lecture 164 UV Unwrapping the Walls: Using Tiling – Part 1
Lecture 165 UV Unwrapping the Walls: Using Tiling – Part 2
Lecture 166 UV Unwrapping Hut Window: Using Flatten
Lecture 167 UV Unwrapping Door: CHALLENGE
Lecture 168 UV Unwrapping Conclusion
Section 17: Creating Foliage
Lecture 169 Foliage Introduction
Lecture 170 Making Grass: Part 1
Lecture 171 Making Grass: Part 2
Lecture 172 Making Grass: Part 3
Lecture 173 Finalising Your Grass: Part 4
Lecture 174 Bringing Your Grass into Unity
Lecture 175 Tree Leaves – Sourcing and Preparing
Lecture 176 Making Small Tree Branches: Using Freeform Branch
Lecture 177 Making Large Tree Branches: Using Object Paint
Lecture 178 Rendering Large Tree Branch Textures
Lecture 179 Rendering Tree Branch Normals in 3DS Max
Lecture 180 Creating Large Tree Branches
Lecture 181 First Tree In Unity
Lecture 182 Building The Final Oak Tree
Lecture 183 Vegetation Conclusion
Section 18: Creating Textures and Materials
Lecture 184 Textures and Materials Introduction
Lecture 185 Substance Painter 2018 UPDATE (April 2018)
Lecture 186 Substance Painter Overview
Lecture 187 Painting the Barrel: Part 1
Lecture 188 Painting Dirt onto the Barrel: Part 2
Lecture 189 Painting Rust onto the Barrel: Part 3
Lecture 190 Using Alphas on the Barrel: Part 4
Lecture 191 Setting Up the Axe With ID Masks
Lecture 192 Painting the Axe : Part 1 – CHALLENGE
Lecture 193 Painting The Axe: Part 2 – CHALLENGE SOLUTION
Lecture 194 Chimney: Combining B2M with Painter
Lecture 195 Painting the Hut Chimney: Part 2
Lecture 196 Painting the Hut Window Frame: Seperating and Importing to Substance
Lecture 197 Painting the Hut Window Glass: Using Opacity in Substance
Lecture 198 Just Add Rocks
Lecture 199 Sourcing a Texture For the Hut Walls
Lecture 200 Final Hut Modifications
Lecture 201 Extracting Materials From Objects Inside Unity (May 2018)
Lecture 202 Bringing Final Objects Into Unity: Part 1
Lecture 203 Bringing Final Objects Into Unity: Part 2
Lecture 204 Oak Tree Bark – Adjusting Texture Direction: Part 1
Lecture 205 Oak Tree Bark – Adjusting Texture Direction: Part 2
Lecture 206 Oak Tree – Placing it in Unity: Part 3
Lecture 207 Mask Using Poly Select
Lecture 208 Painting the Hut Door: CHALLENGE…continued
Lecture 209 Painting the Hut Door: CHALLENGE SOLUTION
Lecture 210 Textures and Materials Conclusion
Section 19: Creating Your Final Scene
Lecture 211 Final Scene Introduction
Lecture 212 The Thing About Unity Trees
Lecture 213 Replacing the White Box: Scene Population: Part 1
Lecture 214 Replacing the White Box: Scene Population: Part 2
Lecture 215 Environment Particles:Part 1
Lecture 216 Environment Particles: Part 2
Lecture 217 Using White Box models for High Detail Collision: Part 1
Lecture 218 Using White Box models for High Detail Collision: Part 2
Lecture 219 Scene and Mesh Preperation for Lighting
Lecture 220 Lighting and Fog: Day into Night
Lecture 221 Lighting and Post Processing: Part 1
Lecture 222 Lighting and Post Processing: Part 2
Lecture 223 Lighting and Post Processing: Part 3
Lecture 224 Final Scene Conclusion and Next Steps…
Section 20: Importing The Asset Package
Lecture 225 How to Import the Asset Package
Section 21: Optimisation
Lecture 226 Optimisation Introduction
Lecture 227 Creating LOD Models
Lecture 228 Importing LODS into Unity
Section 22: NEW: Using the Narrative In Your Art
Lecture 229 Narrative Introduction (April 2018)
Lecture 230 Character Bio (April 2018)
Lecture 231 Loosely Sketch Your Ideas (May 2018)
Lecture 232 Planning Your Models (May 2018)
Lecture 233 Completed Models In Substance Painter (June 2018)
Lecture 234 Final Scene (June 2018)
Section 23: BONUS LECTURE
Lecture 235 BONUS LECTURE
This course is aimed at beginner and intermediate 3D environment artists, who is interested in learning how to create top quality environments for video games.
Course Information:
Udemy | English | 44h 9m | 50.52 GB
Created by: Kevin Oxland
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