Mastering Digital Design - Organic 3d Modeling and Texturing for Games, Architecture, and Film


Mastering Digital Design - Organic 3d Modeling and Texturing for Games, Architecture, and Film, Singapore SKillsFuture elarning online course

Course Description

When working with organic surfaces such as trees, grass, dirt, wood and stone, the rules and software techniques that professionals use may require a unique approach. This course will cover advanced techniques and software used to create these sort of assets for games. This in-depth course covers everything you need to know about creating foliage! We'll look into how to make realistic looking grass, branches, and a full tree from the ground up. In this course, instructor Emiel Sleegers is going to walk us through the process of learning the SpeedTree to CryEngine pipeline while utilizing Maya as the middle-man 3D package for exporting. Emiel Sleegers will go over on how to make a terrain using both Mudbox and World Machine. Moving on from there, Philipp Schmidt is going to give us an introduction to PixPlant while showing us how to make some basic tileable textures.

Learn tips and tricks of creating dynamic animation and games design.

- Know about the different branches in animation
- Learn about what goes into making a successful animation
- Understand better about the designing process with this course
- Be able to create your own monsters and creatures at the end of this course

This course is SkillsFuture Credit Eligible.


Course Objectives

1. Know more about creating foliage  
2. Learn how to use UDK to create realistic foliage  
3. Be able to utilize Cryengine and Maya simultaneously  
4. Know how to create natural textures with Photoshop and nDo2
5. Understand the process of creating foliage with SpeedTree
6. Be able to make a terrain with MubBox and World Machine
7. Know how to use PixPlant to create tileable textures
8. Learn how to use BitMap2Material for textures creation  


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Content

Creating Foliage for UDK

Preview Available

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Resource Files

Chapter 1 - Introduction

Chapter 2 - Modelling Blades of Grass

Chapter 3 - Material and Baking Grass

Chapter 4 - Texturing the Grass

Chapter 5 - Creating a Low Poly Grass

Chapter 6 - Arranging Grass Patches

Chapter 7 - Introducing Tree Branches

Chapter 8 - Making the Tree Branch

Chapter 9 - Creating High Poly Leaves

Chapter 10 - Arranging the Leaves on the Branch

Chapter 11 - Materials and Baking of a Branch

Chapter 12 - Texturing the Branch

Chapter 13 - Intro to Creating a Tree

Chapter 14 - Making a Tree Trunk

Chapter 15 - Adding a Branch Geo to the Trunk

Chapter 16 - Creating Leaf Groups

Chapter 17 - Making the Tree Canopy

Chapter 18 - Optimizing and Leaf Normals

Chapter 19 - Introduction to Foliage in UDK

Chapter 20 - Importing and Starting the Master Material

Chapter 21 - Master Material Specular Highlights

Chapter 22 - Adding Parameters to the Material

Chapter 23 - Tweaking Foliage in a Scene

Chapter 24 - Adding Wind to Foliage

Chapter 25 - Foliage Conclusion

Speedtree in CryEngine - Volume 1

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Resource Files

Chapter 1 - Intro

Chapter 2 - How to Make a Bark Texture

Chapter 3 - How to Make a Leaf Texture

Chapter 4 - How to Make a Grass Texture

Chapter 5 - Speedtree Overview

Chapter 6 - How to Make a Tree 01

Chapter 7 - How to Make a Tree 02

Chapter 8 - How to Make a Brush

Chapter 9 - How to Make Grass

Speedtree in CryEngine - Volume 2

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Resource Files

Chapter 1 - Intro

Chapter 2 - Exporting to Maya 3d

Chapter 3 - Exporting to CryEngine

Chapter 4 - Setting the Vegetation Up in CryEngine

Chapter 5 - Setting Up for CryEngine Terrain

Terrain in World Machine - Volume 1

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Resource Files

Chapter 1 - Intro

Chapter 2 - Setting Up a Base Plane in Maya

Chapter 3 - Sculpting Terrain in Mudbox 01

Chapter 4 - Sculpting Terrain in Mudbox 02

Chapter 5 - Exporting Terrain to World Machine

Chapter 6 - Making the Final Terrain in World Machine

Terrain in World Machine - Volume 2

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Resource Files

Chapter 1 - Intro

Chapter 2 - Making the Base Textures in World Machine

Chapter 3 - Starting Textures in Photoshop

Chapter 4 - Finishing Textures in Photoshop

Terrain in World Machine - Volume 3

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Resource Files

Chapter 1 - Intro

Chapter 2 - Exporting the Terrain to Unity3d

Chapter 3 - Exporting the Terrain to Cryengine3

Chapter 4 - Exporting the Terrain to Unreal Engine 4 01

Chapter 5 - Exporting the Terrain to Unreal Engine 4 02

Intro to PixPlant

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Resource Files

Chapter 1 - Intro

Chapter 2 - Intro to PixPlant

Chapter 3 - Creating the Base Material

Chapter 4 - Creating the Base Texture 01

Chapter 5 - Creating the Base Texture 02

Chapter 6 - Creating the dDo Preset

Chapter 7 - Importing into UE4

Chapter 8 - Importing into CryEngine

SkillsFuture Credit Eligible
SGD $189.00
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