آموزش ساخت محیط کامل و واقع‌گرایانه وسترن در آنریل انجین - Old West Environment - آخرین آپدیت

دانلود Unreal Complete Scene - Old West Environment

نکته: ممکن هست محتوای این صفحه بروز نباشد ولی دانلود دوره آخرین آپدیت می باشد.
نمونه ویدیوها:
توضیحات دوره: یادگیری نحوه ساخت یک محیط وسترن (غرب قدیم) در UE5 ساخت یک محیط کامل از صفر در موتور آنریل انجین 5 ساخت درختان نسل جدید (ساختار با Nanite و برگ‌ها با LOD سنتی) ساخت چندین شیدر (Shader) بهینه شده ساخت انواع مختلف پوشش گیاهی در Speedtree 9 پیشنیازها: داشتن کامپیوتر با ویندوز 10 یا 11 نرم‌افزار Winrar یا 7zip برای استخراج فایل‌ها دانستن اصول اولیه آنریل انجین

در طول این دوره، من مرحله به مرحله به شما نشان خواهم داد که چگونه یک محیط وسترن را از صفر خلق کنید.


از ساخت پوشش گیاهی با Speedtree 9.4 گرفته تا ترکیب نهایی صحنه در UE5. ما ساخت بافت‌ها (Textures) با Quixel Mixer، ساخت زمین برای پوشش پس‌زمینه صحنه با Gaea (اختیاری) و ساخت تمام شیدرهای مورد نیاز برای رسیدن به حداکثر کیفیت را خواهیم دید. در نهایت با رندر گرفتن 4k با استفاده از Movie Render Queue کار را تمام می‌کنیم. ساختمان‌ها و اشیاء (Props) از پروژه Old West Learning استفاده شده‌اند. جزئیات بیشتر در ادامه.


چه چیزهایی یاد خواهم گرفت؟

در Speedtree 9.4:

  • ساخت چندین درخت برگ‌دار نسل جدید با منطق ترکیبی (ساختار با Nanite و برگ‌ها با LOD یا Imposter معمولی)

  • ساخت شاخه‌های سه بعدی برای استفاده به عنوان بافت.

  • ساخت یک اطلس (Atlas) برای ترکیب چندین بخش در یک بافت واحد.

  • ساخت مدل‌های پوشش گیاهی زمین که برای رندر Realtime بهینه شده‌اند.

در UE5:

  • شیدرهای پیچیده برای تنه، برگ‌ها، زمین، دارایی‌های Megascans و آب.

  • شیدر پیشرفته زمین با قابلیت Distance Blend، نقشه‌برداری Parallax Occlusion، RVT، منطق خودکار و پخش پوشش گیاهی با استفاده از ماسک.

  • ترکیب کامل صحنه (جایگذاری پروسیجرا، نورپردازی، VFX و غیره)

  • رندر گرفتن با Movie Render Queue

در Quixel Mixer:

  • ساخت چندین بافت پیشرفته با و بدون گودال‌های متحرک در UE5

  • خروجی گرفتن با بافت‌های بسته‌بندی شده (Packed) صحیح

در Gaea:

  • ساخت زمین‌هایی که برای پوشش دادن پس‌زمینه صحنه استفاده می‌شوند

  • خروجی گرفتن ماسک‌ها برای استفاده در بافت‌دهی در UE5

در Photoshop:

  • جایگزینی رنگ‌های برخی بافت‌ها

  • ارتقای کیفیت

  • ترکیب کردن ماسک‌ها


چه چیزی دریافت خواهم کرد؟

  • حدود ۴۹ ساعت آموزش ویدیویی مرحله به مرحله

  • فصل‌های مجزا و قابل دانلود (.zip)

  • رزولوشن 1080/30fps


نرم‌افزارهای مورد استفاده:

  • Speedtree 9.3 و نسخه 9.4 بعد از فصل ۴

  • Unreal Engine 5.1 (تغییر به نسخه 5.2 در فصل 5.5)

  • Nرم‌افزارهای ویرایش عکس (Photoshop, Gimp و غیره)

  • Quixel Mixer 2022


سطح دوره:

  • مناسب برای هر کسی که می‌خواهد مهارت‌های خود را در ساخت محیط بهبود داده یا آن‌ها را اصلاح کند.


پیش‌نیازها:

  • داشتن کامپیوتری با ویندوز 10 (64 بیتی) - روی ویندوز 11 تست نشده است

  • نرم‌افزار Winrar یا 7zip برای استخراج فایل‌ها

  • دانستن اصول اولیه آنریل انجین

  • اگرچه الزامی نیست، اما بهتر است دوره Ultimate Forest Environment را گذرانده باشید


نکته مهم:
این دوره در نسخه 5.1 ساخته شده است و شدیداً توصیه می‌شود از همان نسخه استفاده کنید! اگر نسخه دیگری را انتخاب کنید، ممکن است با خطاهایی مواجه شوید که در این دوره پوشش داده نشده‌اند.


درباره کپی‌رایت:
تمام محتوای این دوره فقط برای استفاده شخصی است. شما اجازه ندارید آن را به اشتراک بگذارید، بفروشید یا در هیچ پلتفرمی به صورت رایگان در دسترس قرار دهید.


سرفصل ها و درس ها

First Beech Tree (Speedtree) First Beech Tree (Speedtree)

  • Explanation Explanation

  • Speedtree Overview Speedtree Overview

  • Importing Scan from Megascans Importing Scan from Megascans

  • Adding Stich Node Adding Stich Node

  • Setup Trunk Extension Setup Trunk Extension

  • Trunk Splitting Trunk Splitting

  • Adding Top Branches Adding Top Branches

  • Adding Medium Branches Adding Medium Branches

  • Adding Bark Texture Adding Bark Texture

  • 3D Branch Bare Branch Structure &Branches Level 1 3D Branch - Bare Branch - Structure & Branches Level 1

  • 3D Branch Bare Branch Other Levels &Textures 3D Branch - Bare Branch - Other Levels & Textures

  • 3D Branch Bare Branch Manually Moving Branches 3D Branch - Bare Branch - Manually Moving Branches

  • 3D Branch Bare Branch Increase Mesh Density 3D Branch - Bare Branch - Increase Mesh Density

  • 3D Branch Bare Branch Adding Details 3D Branch - Bare Branch - Adding Details

  • 3D Branch Bare Branch Baking Textures 3D Branch - Bare Branch - Baking Textures

  • Adding Small Branches on Tree Adding Small Branches on Tree

  • Importing Baked Texture &Test on Tree Importing Baked Texture & Test on Tree

  • 3D Branch 1st Leafy Branch Set Leaves Material &Cutouts 3D Branch - 1st Leafy Branch - Set Leaves Material & Cutouts

  • 3D Branch 1st Leafy Branch Adding Leaves on Branch 3D Branch - 1st Leafy Branch - Adding Leaves on Branch

  • 3D Branch 1st Leafy Branch Shape Rework 3D Branch - 1st Leafy Branch - Shape Rework

  • 3D Branch 1st Leafy Branch Adding Forces 3D Branch - 1st Leafy Branch - Adding Forces

  • 3D Branch 1st Leafy Branch Manual Placement Rework 3D Branch - 1st Leafy Branch - Manual Placement Rework

  • 3D Branch 1st Leafy Branch Baking Textures &Material Creation 3D Branch - 1st Leafy Branch - Baking Textures & Material Creation

  • Adding 1st Leafy Branches on Tree Adding 1st Leafy Branches on Tree

  • Setup Leaf Collisions Setup Leaf Collisions

  • 3D Branch 2nd Leafy Branch Complete Creation 3D Branch - 2nd Leafy Branch - Complete Creation

  • Breaking Top Tree Flatness Breaking Top Tree Flatness

  • Adding Lower Branches Adding Lower Branches

  • Adding Branches on Scanned Trunk Adding Branches on Scanned Trunk

  • Atlas What is the logic behind &Creation Atlas - What is the logic behind & Creation

  • Atlas Packing Textures Atlas - Packing Textures

  • Cutouts Rework Leafy Branches Cutouts Rework - Leafy Branches

  • Cutouts Rework Bare Branches Cutouts Rework - Bare Branches

  • Cutouts Rework Small Branches Cutouts Rework - Small Branches

  • Cutouts Rework Improving Anchor Points Cutouts Rework - Improving Anchor Points

  • Optimizing Tree Structure Optimizing Tree Structure

  • Hybrid Export Hybrid Export

  • UE5 Provided Project Overview UE5 Provided Project Overview

  • Importing Tree in UE5 Importing Tree in UE5

  • Fix Some Issues Fix Some Issues

Bark &Foliage Shader (UE5) Bark & Foliage Shader (UE5)

  • Explanations (Important to watch) Explanations (Important to watch)

  • Shader Basics Shader Basics

  • Tiling Function Tiling Function

  • Grouping Bark Options Grouping Bark Options

  • Working with Named Reroute Nodes Working with Named Reroute Nodes

  • Albedo Controls Function Albedo Controls Function

  • Fresnel Specular Function Fresnel Specular Function

  • Fresnel Attribute Fresnel Attribute

  • Normal Intensity Function Normal Intensity Function

  • Grayscale Controls Function Grayscale Controls Function

  • Emissive Attribute Emissive Attribute

  • Subsurface Attribute Subsurface Attribute

  • Sort &Group Sort & Group

  • Adding Comments Adding Comments

  • Test on Tree Test on Tree

  • Adding Billboard Support Adding Billboard Support

  • Ground Cover Foliage Shader Ground Cover Foliage Shader

Variations &Saplings (Speedtree) Variations & Saplings (Speedtree)

  • Explanations Explanations

  • First Beech Variation Removing Splitted Trunk First Beech Variation - Removing Splitted Trunk

  • First Beech Variation Replace Scanned Trunk First Beech Variation - Replace Scanned Trunk

  • First Beech Variation Rework Medium Branches First Beech Variation - Rework Medium Branches

  • First Beech Variation Improving Branches Distribution First Beech Variation - Improving Branches Distribution

  • First Beech Variation Improving Lower Branches Size First Beech Variation - Improving Lower Branches Size

  • First Beech Variation Set Scanned Trunk Textures First Beech Variation - Set Scanned Trunk Textures

  • First Beech Variation Bake Scanned Trunk Textures First Beech Variation - Bake Scanned Trunk Textures

  • First Beech Variation Fixing Normal Issue First Beech Variation - Fixing Normal Issue

  • First Beech Variation Export/Import to UE5 First Beech Variation - Export/Import to UE5

  • First Beech Variation Fixing Issues First Beech Variation - Fixing Issues

  • Second Beech Variation Replace Scanned Trunk Second Beech Variation - Replace Scanned Trunk

  • Second Beech Variation Texture Rework Second Beech Variation - Texture Rework

  • Second Beech Variation Trunk Noise Second Beech Variation - Trunk Noise

  • Second Beech Variation Improvements Second Beech Variation - Improvements

  • Second Beech Variation Export to UE5 Second Beech Variation - Export to UE5

  • Second Beech Variation Import to UE5 Second Beech Variation - Import to UE5

  • First Beech Variation Improvements First Beech Variation - Improvements

  • First Beech Sapling Set Branches Distribution First Beech Sapling - Set Branches Distribution

  • First Beech Sapling Replace Scanned Trunk First Beech Sapling - Replace Scanned Trunk

  • First Beech Sapling Branches Improvements First Beech Sapling - Branches Improvements

  • First Beech Sapling Set Leaves Size First Beech Sapling - Set Leaves Size

  • First Beech Sapling Better Lower Parts First Beech Sapling - Better Lower Parts

  • First Beech Sapling Baking Scanned Trunk &Export to UE5 First Beech Sapling - Baking Scanned Trunk & Export to UE5

  • Second Beech Sapling Complete Creation Second Beech Sapling - Complete Creation

Ground Cover Foliage (Speedtree) Ground Cover Foliage (Speedtree)

  • Explanations Explanations

  • Small Grass Creating Materials &Importing Textures Small Grass - Creating Materials & Importing Textures

  • Small Grass Cutouts Small Grass - Cutouts

  • Small Grass Patch Creation Small Grass - Patch Creation

  • Small Grass Export &Test in UE5 Small Grass - Export & Test in UE5

  • Tall Grass Full Creation Tall Grass - Full Creation

  • Dry Plant Cutouts Set Base Meshes Dry Plant - Cutouts - Set Base Meshes

  • Dry Plant Cutouts Set Crossed Meshes (Part.1) Dry Plant - Cutouts - Set Crossed Meshes (Part.1)

  • Dry Plant Cutouts Set Crossed Meshes (Part.2) Dry Plant - Cutouts - Set Crossed Meshes (Part.2)

  • Dry Plant Cutouts Set Crossed Meshes (Part.3) Dry Plant - Cutouts - Set Crossed Meshes (Part.3)

  • Dry Plant Cutouts Export Meshes Dry Plant - Cutouts - Export Meshes

  • Dry Plant Patch Creation Dry Plant - Patch Creation

  • Dry Plant Test in UE5 Dry Plant - Test in UE5

  • Tall Plant Cutouts &Export Meshes Tall Plant - Cutouts & Export Meshes

  • Tall Plant Patch Creation Tall Plant - Patch Creation

  • Tall Plant Test in UE5 Tall Plant - Test in UE5

  • Lupin Flower Texture Import Textures Lupin Flower Texture - Import Textures

  • Lupin Flower Texture Cutouts Lupin Flower Texture - Cutouts

  • Lupin Flower Texture First Flower Creation Lupin Flower Texture - First Flower Creation

  • Lupin Flower Texture Second Flower Creation Lupin Flower Texture - Second Flower Creation

  • Lupin Flower Texture Other Flowers Creation Lupin Flower Texture - Other Flowers Creation

  • Lupin Flower Texture Baking Textures Lupin Flower Texture - Baking Textures

  • Atlas Creation Import Materials &Meshes Atlas Creation - Import Materials & Meshes

  • Atlas Creation Add all Meshes Atlas Creation - Add all Meshes

  • Atlas Creation Add Lupin Flowers Atlas Creation - Add Lupin Flowers

  • Atlas Creation Actor Placement Atlas Creation - Actor Placement

  • Atlas Creation Rework &Baking Atlas Creation - Rework & Baking

  • Mesh Rework Small Grass Mesh Rework - Small Grass

  • Mesh Rework Tall Grass Mesh Rework - Tall Grass

  • Mesh Rework Dry Plant (Part.1) Mesh Rework - Dry Plant (Part.1)

  • Mesh Rework Dry Plant (Part.2) Mesh Rework - Dry Plant (Part.2)

  • Mesh Rework Tall Plants (Part.1) Mesh Rework - Tall Plants (Part.1)

  • Mesh Rework Tall Plants (Part.2) Mesh Rework - Tall Plants (Part.2)

  • Export &Test in UE5 Export & Test in UE5

  • Lupin Creating Base Meshes Lupin - Creating Base Meshes

  • Lupin Cutouts &Export Meshes Lupin - Cutouts & Export Meshes

  • Lupin Flowers Patch Creation Lupin - Flowers Patch Creation

  • Lupin Leaves Patch Creation Lupin - Leaves Patch Creation

  • Lupin Export &Test in UE5 Lupin - Export & Test in UE5

  • Enhance Atlas Texture Enhance Atlas Texture

Bushes (Speedtree) Bushes (Speedtree)

  • First Bush Explanations &Texture Import First Bush - Explanations & Texture Import

  • First Bush Main Cutout First Bush - Main Cutout

  • First Bush Patch Creation First Bush - Patch Creation

  • First Bush Small Parts Base Cutouts First Bush - Small Parts - Base Cutouts

  • First Bush Small Parts First Mesh First Bush - Small Parts - First Mesh

  • First Bush Small Parts Other Meshes First Bush - Small Parts - Other Meshes

  • First Bush Small Parts Normal Orientation First Bush - Small Parts - Normal Orientation

  • First Bush Small Parts Export Meshes First Bush - Small Parts - Export Meshes

  • First Bush Import Small Parts First Bush - Import Small Parts

  • First Bush Small Parts Last Mesh First Bush - Small Parts - Last Mesh

  • First Bush Add Anchor Points &Small Parts to Bush First Bush - Add Anchor Points & Small Parts to Bush

  • First Bush Export &Test in UE5 First Bush - Export & Test in UE5

  • Second Bush Explanations &Texture Import Second Bush - Explanations & Texture Import

  • Second Bush Main Cutouts Second Bush - Main Cutouts

  • Second Bush Adding First Branch Level Second Bush - Adding First Branch Level

  • Second Bush Adding Second Branch Level Second Bush - Adding Second Branch Level

  • Second Bush Adding Shape Control Second Bush - Adding Shape Control

  • Second Bush Patch Base Second Bush - Patch Base

  • Second Bush Adding Fronds Second Bush - Adding Fronds

  • Second Bush Small Parts Base Cutouts Second Bush - Small Parts - Base Cutouts

  • Second Bush Small Parts First Small Branch Second Bush - Small Parts - First Small Branch

  • Second Bush Small Parts Second Small Branch Second Bush - Small Parts - Second Small Branch

  • Second Bush Adding Small Parts on Bush Second Bush - Adding Small Parts on Bush

  • Second Bush Improvements Second Bush - Improvements

  • Second Bush Export &Test in UE5 Second Bush - Export & Test in UE5

  • Second Bush Small Parts Export Meshes Second Bush - Small Parts - Export Meshes

  • Blackberry Bush Explanations &Texture Import Blackberry Bush - Explanations & Texture Import

  • Blackberry Bush Bare Cutouts Blackberry Bush - Bare Cutouts

  • Blackberry Bush Spine Distribution Blackberry Bush - Spine Distribution

  • Blackberry Bush Adding Bare Branches Blackberry Bush - Adding Bare Branches

  • Blackberry Bush Leafy Branch Cutouts Blackberry Bush - Leafy Branch Cutouts

  • Blackberry Bush Adding Anchor Points on Bare Branches Blackberry Bush - Adding Anchor Points on Bare Branches

  • Blackberry Bush Adding Leafy Branches Blackberry Bush - Adding Leafy Branches

  • Blackberry Bush Adding Leafy Branches Collision Blackberry Bush - Adding Leafy Branches Collision

  • Blackberry Bush Improve Distribution Blackberry Bush - Improve Distribution

  • Blackberry Bush Leaf Cutouts Blackberry Bush - Leaf Cutouts

  • Blackberry Bush Adding Leaves on Leafy Branches Blackberry Bush - Adding Leaves on Leafy Branches

  • Blackberry Bush Setup LODs Blackberry Bush - Setup LODs

  • Blackberry Bush Export &Test in UE5 Blackberry Bush - Export & Test in UE5

  • Blackberry Bush Cleaning Folder Blackberry Bush - Cleaning Folder

Landscape Shader (UE5) Landscape Shader (UE5)

  • Important Chapter Explanations Important Chapter Explanations

  • Resources Overview Resources Overview

  • Tiling Function Tiling Function

  • Distance Based Texture Size Distance Based Texture Size

  • Textures Function Textures Function

  • Layers Function Layers Function

  • Landscape Layers Landscape Layers

  • Automatic Slopes Detection Automatic Slopes Detection

  • Distant Variation Distant Variation

  • Runtime Virtual Texture (RVT) Runtime Virtual Texture (RVT)

  • Automatic Foliage Automatic Foliage

  • Parallax Occlusion Mapping Parallax Occlusion Mapping

  • Nanite Tessellation Nanite Tessellation

  • Create RDO Texture Create RDO Texture

  • Create Vegetation Mask Create Vegetation Mask

Landscape Textures (Quixel Mixer) Landscape Textures (Quixel Mixer)

  • Explanations, Fix Normal &Switch Engine Version Explanations, Fix Normal & Switch Engine Version

  • Main Ground Texture Full Creation Main Ground Texture - Full Creation

  • Main Ground Texture Adding Noise &Creating Export Preset Main Ground Texture - Adding Noise & Creating Export Preset

  • Main Ground Texture Test in UE5 Main Ground Texture - Test in UE5

  • Path Texture Full Creation Path Texture - Full Creation

  • Path Texture Export &Test in UE5 Path Texture - Export & Test in UE5

  • Setup Roughness Setup Roughness

  • Railroad Texture Full Creation Railroad Texture - Full Creation

  • Railroad Texture Export &Test in UE5 Railroad Texture - Export & Test in UE5

Scene Creation (Part.1) (UE5) Scene Creation (Part.1) (UE5)

  • Setup Main Level Setup Main Level

  • Adding Landscape Adding Landscape

  • Import Character Import Character

  • Set Lanscape Layer Tiling Set Lanscape Layer Tiling

  • Adding Buildings Adding Buildings

  • Adding Hills Adding Hills

  • PCG Enable Plugin PCG - Enable Plugin

  • PCG Get Spline Data PCG - Get Spline Data

  • PCG Remove Points on Slopes PCG - Remove Points on Slopes

  • PCG Avoid Overlapping PCG - Avoid Overlapping

  • PCG Set Random Rotation PCG - Set Random Rotation

  • PCG Add Meshes PCG - Add Meshes

  • PCG Add Saplings PCG - Add Saplings

  • PCG Get Parameters PCG - Get Parameters

  • PCG Create Subgraph PCG - Create Subgraph

  • PCG Link BP to PCG PCG - Link BP to PCG

  • PCG Sapling Parameters PCG - Sapling Parameters

  • PCG Multiple Splines Support PCG - Multiple Splines Support

  • Hills Rework Hills Rework

  • Placing Trees Placing Trees

  • Set Sun Position Set Sun Position

  • Fixing Building Shader Fixing Building Shader

  • Rock Texture Creation Rock Texture Creation

  • Rock Texture Export &Test in UE5 Rock Texture Export & Test in UE5

Water Shader (UE5) Water Shader (UE5)

  • Explanations Explanations

  • Update Normal Intensity Function Update Normal Intensity Function

  • Update Distance Logic Function Update Distance Logic Function

  • Test RVT Test RVT

  • Water Waves Import Elements Water Waves - Import Elements

  • Water Waves Create Function Water Waves - Create Function

  • Water Waves Test in Master Material Water Waves - Test in Master Material

  • Water Color Depth Logic Water Color - Depth Logic

  • Water Color Test &Group Water Color - Test & Group

  • Water Opacity Function Creation Water Opacity - Function Creation

  • Water Opacity Test in Master Material Water Opacity - Test in Master Material

  • Caustics Water Edges Function Caustics - Water Edges Function

  • Caustics Test &Group Caustics - Test & Group

  • Water Parameters Common Parameters &Group Water Parameters - Common Parameters & Group

  • Water Parameters Refraction Water Parameters - Refraction

  • Foam Edges Foam - Edges

  • Foam Color Foam - Color

  • Foam Add to Master Material Foam - Add to Master Material

  • Foam Test Foam - Test

  • Foam Adding Mask Foam - Adding Mask

  • River Creation Function &Addto Shader River - Creation Function & Add to Shader

  • River Main Function Update &Group River - Main Function Update & Group

  • Cleaning Folder Cleaning Folder

Megascans Shader (UE5) Megascans Shader (UE5)

  • Important Chapter Explanations Important Chapter Explanations

  • Explanations, Project Overview &CRDF Creation Explanations, Project Overview & CRDF Creation

  • Grayscale Controls (Just for progress) Grayscale Controls (Just for progress)

  • Cavity Function Cavity Function

  • Megascans Set Function Megascans Set Function

  • Attributes Function Attributes Function

  • Other Material Instances Other Material Instances

  • Runtime Virtual Texture (RVT) Runtime Virtual Texture (RVT)

  • Cover System Cover System

  • Landscape Blending System Landscape Blending System

  • Removing Attributes Function Removing Attributes Function

Scene Creation (Part.2) (UE5) Scene Creation (Part.2) (UE5)

  • Explanations Explanations

  • Updating Layers Function Updating Layers Function

  • Set Overcast Light Set Overcast Light

  • Volumetric Clouds Initial Setup Volumetric Clouds - Initial Setup

  • Volumetric Clouds Create &Apply Material Instance Volumetric Clouds - Create & Apply Material Instance

  • Volumetric Clouds Set Shape Volumetric Clouds - Set Shape

  • Volumetric Clouds Set Color Volumetric Clouds - Set Color

  • HDRi Skylight &Exposure HDRi Skylight & Exposure

  • Buildings First Store Buildings - First Store

  • Buildings Adding Platforms &Second Store Buildings - Adding Platforms & Second Store

  • Fix Building Material Issues Fix Building Material Issues

  • Nanite Convert the First Building &Fix Windows Issue Nanite - Convert the First Building & Fix Windows Issue

  • Nanite Convert the Other Buildings Nanite - Convert the Other Buildings

  • Path Add Bridge Mesh Path - Add Bridge Mesh

  • Path Drawing the Path Path - Drawing the Path

  • Path Painting Layers Path - Painting Layers

  • Path Smoothing Edges Path - Smoothing Edges

  • River Drawing the River River - Drawing the River

  • River Set Color River - Set Color

  • River Import &Setup Rocks River - Import & Setup Rocks

  • River Dress up the Riverbanks River - Dress up the Riverbanks

  • River Working on Riverbanks Transition River - Working on Riverbanks Transition

  • River Test the RVT Cover River - Test the RVT Cover

  • River Add Custom Cover Layer River - Add Custom Cover Layer

  • River Fix Bridge Transition &Dirt Tiling River - Fix Bridge Transition & Dirt Tiling

  • Railroad Explanations Railroad - Explanations

  • Railroad Import Meshes &Create Material Instances Railroad - Import Meshes & Create Material Instances

  • Railroad Align Actors Railroad - Align Actors

  • Railroad Placing Rails with LD Assistant Plugin Railroad - Placing Rails with LD Assistant Plugin

  • Railroad Add Bridge Railroad - Add Bridge

  • Rework Terrain Transitions Rework - Terrain Transitions

  • Rework River Ends Rework - River Ends

  • New PCG Explanations New PCG - Explanations

  • New PCG Logic New PCG - Logic

  • New PCG Add Meshes New PCG - Add Meshes

  • New PCG Add Saplings New PCG - Add Saplings

  • New PCG Custom Blockers New PCG - Custom Blockers

  • Rework Hills Rework - Hills

  • Rework Railroad Track Rework - Railroad Track

  • Rework Railraod Texture Rework - Railraod Texture

  • Rework Path Rework - Path

  • Ground Cover Foliage Setup LGT Ground Cover Foliage - Setup LGT

  • Rework Sun Position Rework Sun Position

  • Ground Cover Foliage Set Color &Parameters Ground Cover Foliage - Set Color & Parameters

  • Rework Tree Placement &Lighting Rework - Tree Placement & Lighting

  • Electric Pole Set Viewport Asset Electric Pole - Set Viewport Asset

  • Electric Pole Destroy Cables Electric Pole - Destroy Cables

  • Electric Pole Get Pole Electric Pole - Get Pole

  • Electric Pole Test &Rotation Fixing Electric Pole - Test & Rotation Fixing

  • Electric Pole Second Cable Electric Pole - Second Cable

  • Electric Pole Final Placement Electric Pole - Final Placement

  • Electric Pole Set Cable Gravity Electric Pole - Set Cable Gravity

  • Electric Pole Create Cable Simple Material Electric Pole - Create Cable Simple Material

  • Distant Mountains Import Assets Distant Mountains - Import Assets

  • Distant Mountains Master Material Set Mask Channels Distant Mountains - Master Material - Set Mask Channels

  • Distant Mountains Master Material Set Layers Distant Mountains - Master Material - Set Layers

  • Distant Mountains Master Material Set 5 Lerps Distant Mountains - Master Material - Set 5 Lerps

  • Distant Mountains Master Material Test Distant Mountains - Master Material - Test

  • Distant Mountains Master Material Add Distant Normal Distant Mountains - Master Material - Add Distant Normal

  • Distant Mountains Master Material Normal Test Distant Mountains - Master Material - Normal Test

  • Distant Mountains Master Material Group, Sort &Create Material Instances Distant Mountains - Master Material - Group, Sort & Create Material Instances

  • Distant Mountains Cleaning Folder Distant Mountains - Cleaning Folder

  • Distant Mountains Placement Distant Mountains - Placement

  • Improving Lighting Improving Lighting

  • Outro Outro

Details &Decals (UE5) Details & Decals (UE5)

  • Explanations Explanations

  • Optimizing Vegetation Disabling Dynamic Shadows Optimizing Vegetation - Disabling Dynamic Shadows

  • Optimizing Vegetation Set LOD Group &Distance Optimizing Vegetation - Set LOD Group & Distance

  • Optimizing Vegetation Different Shadows in UE5 Optimizing Vegetation - Different Shadows in UE5

  • Optimizing Vegetation Contact Shadows Optimizing Vegetation - Contact Shadows

  • Optimizing Vegetation Make Change on Dry Plant Optimizing Vegetation - Make Change on Dry Plant

  • Optimizing Vegetation Make Change on Tall Grass Optimizing Vegetation - Make Change on Tall Grass

  • Optimizing Vegetation Remove Contact Shadows on Trees Optimizing Vegetation - Remove Contact Shadows on Trees

  • Rework Riverbanks Rework - Riverbanks

  • Rework River Depth &Terrain Rework - River Depth & Terrain

  • Rework Remove Foliage in River Rework - Remove Foliage in River

  • Rework Path Texture Color Rework - Path Texture - Color

  • Rework Path Texture Roughness Rework - Path Texture - Roughness

  • Rework Fix Parallax Occlusion Mapping Issues Rework - Fix Parallax Occlusion Mapping Issues

  • Vegetation Remove Big PCG Blockers Vegetation - Remove Big PCG Blockers

  • Vegetation Using Smaller PCG Blockers Vegetation - Using Smaller PCG Blockers

  • Vegetation Rework Terrain Vegetation - Rework Terrain

  • Vegetation Increasing Subsurface Amount Vegetation - Increasing Subsurface Amount

  • Main Details Lighting Main Details - Lighting

  • Main Details Add Cart &Stacks Main Details - Add Cart & Stacks

  • Main Details Set Clothing Shader Main Details - Set Clothing Shader

  • Ground Foliage Manual Placement Ground Foliage - Manual Placement

  • Main Details Adding Main Gate Main Details - Adding Main Gate

  • Ground Foliage Add Bushes Ground Foliage - Add Bushes

  • Ground Foliage Dress up the Riverbanks Ground Foliage - Dress up the Riverbanks

  • Ground Foliage Set Bush Shader Ground Foliage - Set Bush Shader

  • Ground Foliage Add Small Plants Ground Foliage - Add Small Plants

  • Ground Foliage Set Material Instances Ground Foliage - Set Material Instances

  • Waterfall Placement Waterfall - Placement

  • Waterfall Sculpting Terrain Waterfall - Sculpting Terrain

  • Rework Tree Density Rework - Tree Density

  • Rework Sun Position Rework - Sun Position

  • Rework Add PCG Blockers Rework - Add PCG Blockers

  • Main Details Add Bridges Main Details - Add Bridges

  • Tunnel Import &Place Meshes Tunnel - Import & Place Meshes

  • Tunnel Sculpting Terrain Tunnel - Sculpting Terrain

  • Tunnel Add Visibility Mask in Master Material Tunnel - Add Visibility Mask in Master Material

  • Tunnel Paint Visibily Mask Tunnel - Paint Visibily Mask

  • Tunnel Smoothing Terrain Slopes Tunnel - Smoothing Terrain Slopes

  • Tunnel Hide Background Tunnel - Hide Background

  • Rework Railroad Track Rework - Railroad Track

  • Rework Trigger Boxes Rework - Trigger Boxes

  • Main Details Crates Placement Main Details - Crates Placement

  • Main Details Add Serval Props Main Details - Add Serval Props

  • Decals Explanations Decals - Explanations

  • Decals Layer Decals - Layer

  • Decals Opacity Mask Decals - Opacity Mask

  • Decals Add Brush Decals - Add Brush

  • Decals Set Brush Parameters Decals - Set Brush Parameters

  • Decals Add Brush Normal Decals - Add Brush Normal

  • Decals Brush Normal Test Decals - Brush Normal Test

  • Decals Wheelmarks Test Decals - Wheelmarks Test

  • Decals Create Wheelmarks on Substance Designer Decals - Create Wheelmarks on Substance Designer

  • Decals Placing Wheelmarks Decals - Placing Wheelmarks

  • Decals Add Splater Actors Decals - Add Splater Actors

  • Decals Horseshoe Decals - Horseshoe

  • Decals Leaks on Buildings Decals - Leaks on Buildings

  • Decals Opacity Decals - Opacity

  • Decals Add Opacity to the Master Material &Sorting Decals - Add Opacity to the Master Material & Sorting

  • Decals Sort &Group Decals - Sort & Group

  • Store Name Explanations Store Name - Explanations

  • Store Name Choose a Front Store Name - Choose a Front

  • Store Name Long Name Creation Store Name - Long Name Creation

  • Store Name Wavy Name Creation Store Name - Wavy Name Creation

  • Store Name Import Resources Store Name - Import Resources

  • Store Name Town Name Store Name - Town Name

  • Store Name Hotel Store Name - Hotel

  • Store Name Warehouse Store Name - Warehouse

  • Store Name Water Tower Store Name - Water Tower

  • Rework Path Texture Increase Size Rework - Path Texture - Increase Size

  • Rework Path Texture Add Sticks Rework - Path Texture - Add Sticks

  • Rework Path Texture Create a Wet Version Rework - Path Texture - Create a Wet Version

  • Water Decals Set Color Water Decals - Set Color

  • Water Decals Add Animated Normal Water Decals - Add Animated Normal

  • Water Decals Outro Water Decals - Outro

Scene Creation (Part.3) (UE5) Scene Creation (Part.3) (UE5)

  • Explanations Explanations

  • Wind First Tree Set Preset Wind - First Tree - Set Preset

  • Wind First Tree Disable on Structure Wind - First Tree - Disable on Structure

  • Wind First Tree Set On Leaves Wind - First Tree - Set On Leaves

  • Wind First Tree Export to UE5 Wind - First Tree - Export to UE5

  • Wind First Tree Test in UE5 Wind - First Tree - Test in UE5

  • Wind Create Wind Function Wind - Create Wind Function

  • Wind Set Material Instances Wind - Set Material Instances

  • Wind Add Wind or Other Trees Wind - Add Wind or Other Trees

  • Wind Export &Test Wind - Export & Test

  • Wind Ground Foliage Setup on Grass Wind - Ground Foliage - Setup on Grass

  • Wind Ground Foliage Grass Tets Wind - Ground Foliage - Grass Tets

  • Wind Ground Foliage Setup on all Other Actors Wind - Ground Foliage - Setup on all Other Actors

  • Wind Ground Foliage Set Material Instances Wind - Ground Foliage - Set Material Instances

  • Wind Blackberry Bush Wind - Blackberry Bush

  • Wind Bare Bush Wind - Bare Bush

  • Wind Leafy Bush &Wind Function Improvements Wind - Leafy Bush & Wind Function Improvements

  • Train Animation Explanations Train Animation - Explanations

  • Train Animation Create the Train Path Train Animation - Create the Train Path

  • Train Animation Animations Basics Train Animation - Animations Basics

  • Train Animation Braking &Stop Train Animation - Braking & Stop

  • VFX Explanations VFX - Explanations

  • VFX Breaking Sparks Emitter VFX - Breaking Sparks - Emitter

  • VFX Breaking Sparks Socket VFX - Breaking Sparks - Socket

  • VFX Breaking Sparks In Action VFX - Breaking Sparks - In Action

  • VFX Electric Pole Sparks Emitter VFX - Electric Pole Sparks - Emitter

  • VFX Electric Pole Sparks Test &Rework VFX - Electric Pole Sparks - Test & Rework

  • VFX Smoke Create the Material VFX - Smoke - Create the Material

  • VFX Smoke Emitter VFX - Smoke - Emitter

  • VFX Smoke Attach to the Train VFX - Smoke - Attach to the Train

  • VFX Leaves Create SubUv Texture VFX - Leaves - Create SubUv Texture

  • VFX Leaves Create Material VFX - Leaves - Create Material

  • VFX Leaves Sort &Setup Instances VFX - Leaves - Sort & Setup Instances

  • VFX Leaves Emitter VFX - Leaves - Emitter

  • VFX Leaves Expose Parameters VFX - Leaves - Expose Parameters

  • VFX Ambient Dust VFX - Ambient Dust

  • Renderings Explanations Renderings - Explanations

  • Renderings Main Screenshot Set Camera Renderings - Main Screenshot - Set Camera

  • Renderings Main Screenshot Add Camera Shake Renderings - Main Screenshot - Add Camera Shake

  • Renderings Bridge Shot Renderings - Bridge Shot

  • Renderings Top View Renderings - Top View

  • Renderings Braking Train Renderings - Braking Train

  • Renderings Braking Train Camera Shake Renderings - Braking Train - Camera Shake

  • Renderings Look at the Train Renderings - Look at the Train

  • Renderings Final Screenshot Renderings - Final Screenshot

  • Renderings Set Camera Focus Renderings - Set Camera Focus

  • Renderings Movie Render Queue Export Preset Renderings - Movie Render Queue - Export Preset

  • Renderings Movie Render Queue Export Test Renderings - Movie Render Queue - Export Test

  • Renderings Movie Render Queue Fix Preset Issues Renderings - Movie Render Queue - Fix Preset Issues

  • Renderings Movie Render Queue Enabling POM Renderings - Movie Render Queue - Enabling POM

  • Renderings Outro Renderings - Outro

نمایش نظرات

آموزش ساخت محیط کامل و واقع‌گرایانه وسترن در آنریل انجین - Old West Environment
جزییات دوره
50 hours
435
Udemy (یودمی) Udemy (یودمی)
(آخرین آپدیت)
204
4.9 از 5
دارد
دارد
دارد
جهت دریافت آخرین اخبار و آپدیت ها در کانال تلگرام عضو شوید.

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