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Flipped Normals – Creating a Realistic Ocean in UE4

Flipped Normals - Creating a Realistic Ocean in UE4Creating a Realistic Ocean

 

Creating a Realistic Ocean in UE4 : By the end of this course, you will have gained an understanding of effects based materials and particles and will know how to build a flexible dynamic system for your own scenes. This fundamental understanding will help open the doors for more opportunities to create and use stunning game art effects in your portfolio.

EXPERIENCE FROM SENIOR ENVIRONMENT ARTIST

Tyler Smith who will be instructing this course has been working as a senior environment artist in the games industry for over 7 years.  Having worked on Sony Sucker Punch’s Ghost of Tsushima, Tyler has a great understanding of the importance of dynamic flexible workflows for environment materials and particle systems. You’ll learn through this series how to create a dynamic effects workflow that opens up opportunities for applying your personal artistic style to your environment effects work.

CREATING LIVING DYNAMIC MATERIALS

The first half of this series will show how to use the basic elements of making materials move, fluctuate, change shape, change color and texture, and many other ways to create a living dynamic material that can then be applied to make your game environments come alive.

HAVING PARTICLES EXPRESS THEMSELVES

The second half of this series will show how to take particles and apply dynamic factors, to have them showcase an artistic performance in your game environment.  You’ll learn to see particle sprites as an opportunity to use elements like lifespan and random seed factors to capture the look of water, while still showing the opportunity to express your personal style on your VFX particle work.

SOFTWARE USED

  • Unreal engine 4 (4.25 or higher)
  • Maya
  • Zbrush
  • Photoshop

FILES INCLUDED

  • Final UE4 projects that showcase each chapter of the series
  • All master material and material instances set up in the scenes created for the tutorial series
  • All particle systems created during the tutorial series
  • All meshes, ZBrush files, and texture files created for the materials and particle systems used in the tutorial series

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