
This "lecture" is really just an introduction to me, the instructor. I will show you some of my professional work, explain to you my experience, and hopefully prove to you that I am not some chump trying to take your money on Udemy :) I am a practicing professional, and I try to be very open about my job and my skills, and I really enjoy teaching other people how to gain those skills (and hopefully a job) as well.
This video is not course specific, but it shows you how to get the most out of this course by participating in the community, asking the instructor questions, sharing ideas with other students, offering feedback, etc. It also demonstrates how to download supplemental files.
This presentation goes over what you should already know coming into the course, and then what I will teach you from there using Unreal Engine 4 as our game engine.
If you know how to model in 3ds Max for real time, it can go a long way. This lecture will be a brief description of the things that you need to consider when getting something ready for export for real time in Unreal Engine 4 (UE4).
Making sure that your normals are facing the right direction is essential for real time. Anything facing the wrong way will not show up properly. We need to make sure this is right inside of 3ds Max before we export. I will show you how to check it, and how to fix any mistakes.
Only certain types of materials will export to real time engines. You will need to pay attention in this lecture (wake up!) so you know what materials to use in 3ds Max, and how to prep them properly.
Unreal Engine 4 (UE4) uses two UVW channels to properly render your geometry. One is for your textures, and one is for your lightmap. This lecture will teach you how to handle this properly. HINT: It needs to be done in 3ds Max before exporting.
Finally! We have been screwing around in 3ds Max long enough. Let's get this model out of here and into Unreal Engine. That's why we're here isn't it? There are a few settings you need to know first.
This lecture is added to the course in response to student questions. If you have problems with your geometry and need to go back and fix it in 3ds Max, this video shows how to re-import it in place and update in UE4.
Your first step into real time. This lecture will show you how to start looking around inside your model. This is the fun part. It is time to start being blown away by Unreal Engine and its real time capabilities.
Creating a true mirror-like material in UE4 is not nearly as simple as it should be. Even in this video, the solution seems like a bit of a cheap workaround. Regardless, here it is, in answer to a student question. More videos on this subject will be added as the program, and techniques evolve.
In this section we will finally start to learning to light our real time project in Unreal Engine 4. This is the final element that we need to start approaching photorealism for our real time arch viz project.
In order for all of our lighting to look clean, we will up our lightmass settings a little in UE4. This takes longer to build, but will give us much more quality for our real time project. If you don't understand what they all mean, that is okay, just copy the teacher. It is okay, I won't consider it cheating.
Also, we will start setting up our own basic lights from scratch.
Coming from Arch Viz rendering with offline render engines, it can be hard to understand the theory and workflow behind UE4 lighting tools. In this video I will go over everything, including:
- Light baking
-Different types of lights and when to use them
- Lightmass Settings
- More
We continue to tweak our real time architectural walkthrough by adding new details, refining materials, fixing all of our collisions, etc. At this point you should be able to start going off on your own and creating what you want.
Here we bring in a chair, but I hope that you want to import some of your own nice models to try out in real time.
Sometimes it is really hard to navigate with the default settings. Slow down your player actor to have a little more control.
What good is your real time project if you are the only that can explore it? Remember, sharing is caring. Let's learn to export our project from UE4 so others can check it out too.
Using the Matinee Actor in Unreal Engine 4 is awesome. Here you will learn to easily spit out full blown animations of your projects in just a mater of seconds, not days.
-Go over the basics of the VR template
-Tips and tricks for getting it to work
-Export a VR project
-HTC Vive and Occulus Rift
-Pick up objects in VR
Here we will get into the template with the HTC Vive headset on, and you'll see how it operates.
-Inside the VR template with the HTC Vive on
-Picking things up
-Immerse yourself in VR
-migration tool
- convert to virtual reality
-Open scene with the VR preview
-Make sure all the migrating of objects worked
-Navigate around using the HTC motion controllers
-Start thinking about ways to interact with your Virtual Reality Scenes
Blueprints really open up the capabilities of UE4. This lecture provides a good introduction to how they work and what they can do for you in your arch viz project.
Here we will use trigger events to turn on and off lights interactively in your scene. We will do this using blueprints, so we will continue to learn about how blueprints work as well.
- Change materials using class blueprints
- Create a material array to cycle through
- Use variables and variable arrays
- Make variables editable to have even more control over your blueprints
- Project Settings
- Which level to start with
- Getting Started
- import models
- place them in UE4 Editor
- navigate around your 3d models using the motion controllers.
- Adjust your nav mesh size
- Adjust nav mesh settings within the project settings
- Add collisions to all objects that will affect the nav mesh
- Timelines
- Variables
- Referencing other objects in your scene
- Doing math via blueprints
- functions
- blueprints
- interaction
- turn lights up and down in virtual reality
*30 day money back guarantee (no questions asked)
*Course will be constantly updated with more advanced material
*Instructor will be your technical support throughout course to answer any questions that arise
3DS MAX + UNREAL ENGINE 4: EASY REAL TIME & VIRTUAL REALITY FOR ARCH VIZ (or any kind of 3d project)
Welcome to this course, where you will taken from total beginner, to creating your own virtual reality projects in no time.
This class is designed for those of you who are ready to take the next step with your 3d projects. Whether you are a game creator, an architectural visualization specialist, or just aspiring artist, this class is right for you.
COURSE STRUCTURE
When this course was first designed, it was intended to show the exact process of taking your 3d models from static image, to a fully interactive and navigable scene. Originally, this was all done via the real time rendering capabilities of Unreal Engine. The great benefit to you as a student is that the instructor cuts through all the nonessential stuff in order to get you up and running quickly. Unreal Engine can seem like a daunting software, but not in this course. During this original portion of the course you will learn the following things:
Since this portion was created, Unreal Engine and real time technology have advanced a great deal. Also, some students will want to dive into the software even deeper. This is why more updated sections have been added that deal specifically with Virtual Reality via a high-end VR headset (Occulus Rift, HTC Vive, etc). During this second portion of the course, you will be able to explore your projects in an entirely new, and extremely immersive way (You will need a headset in order to the most out of this part of the instruction). The exciting things that will be learned in this portion of the course include:
NOTE: This class is taught by Adam Zollinger, a successful 3d artist, author, and Udemy Instructor. Adam has over 9,000 satisfied students already and has proven to be a wealth of knowledge in the field of 3d and digital art. He can also be your companion on the path to becoming a professional, as he is always willing to answer student questions, share personal insights, and help diagnose technical problems.