Mastering Digital Design - Learn Advanced Textures and Materials for Games and Film


  • Mastering Digital Design - Learn Advanced Textures and Materials for Games and Film, Singapore elarning online course
  • Mastering Digital Design - Learn Advanced Textures and Materials for Games and Film, Singapore elarning online course
  • Mastering Digital Design - Learn Advanced Textures and Materials for Games and Film, Singapore elarning online course
  • Mastering Digital Design - Learn Advanced Textures and Materials for Games and Film, Singapore elarning online course
  • Mastering Digital Design - Learn Advanced Textures and Materials for Games and Film, Singapore elarning online course
  • Mastering Digital Design - Learn Advanced Textures and Materials for Games and Film, Singapore elarning online course

Course Description

This advanced course focuses on creating advanced materials and textures like those seen in today’s standard of AAA games. We'll take an introductory look at UDK's material editor where will we cover the basics of importing textures and creating our own materials. Through this course, you can learn how to properly photograph textures, edit unnecessary lighting information out of your photographs, how to tile custom textures, extracting different types of visual information from your images and applying your textures in 3D. This course also briefly touches on physically based rendering in regards to photo real texturing and look development. Instructor Emiel Sleegers will be walking you through the process of texturing a suitcase asset using both Substance Designer and Substance Painter.

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


Course Objectives

 

1. Know how to create advanced materials and textures in today’s game
2. Understand how to use UDK’s material editor
3. Be able create common types of materials
4. Know about additional materials in UDK
5. Understand about more advanced materials and ways to work with them
6. Know about the theory and concept of Photoshop in Texture Creation
7. Know how to use Photoshop properly for editing


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Content

UDK Materials Part 1

Preview Available

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Chapter 1 - Introduction to Materials

Chapter 2 - Metal Surfaces

Chapter 3 - Glass Surfaces

Chapter 4 - Blending Moss and Rock

Chapter 5 - Holographic Materials

Chapter 6 - Realistic Water

Resource Files

UDK Materials Part 2

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Chapter 1 - Introduction

Chapter 2 - Material Instancing

Chapter 3 - Material Instancing 02

Chapter 4 - Sub UVs

Chapter 5 - Sub UVs 02

Chapter 6 - Using Real Video Footage

Chapter 7 - Masked Materials

Chapter 8 - Animated Materials 1

Chapter 9 - Animated Materials 2

Chapter 10 - Animated Materials 3

Chapter 11 - Animated Materials 4

Resource Files

UDK Materials Part 3

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Chapter 1 - Introduction

Chapter 2 - Understanding Depth Bias Alpha

Chapter 3 - Depth Bias Alpha in Action

Chapter 4 - Lava Material Breakdown

Chapter 5 - Building the Lava 1

Chapter 6 - Building the Lava 2

Chapter 7 - Up Vector Materials 1

Chapter 8 - Up Vector Materials 2

Chapter 9 - Up Vector Materials 3

Chapter 10 - Up Vector Materials 4

Chapter 11 - Up Vector Materials 5

Chapter 12 - Up Vector Materials 6

Resource Files

Texture Creation in Photoshop

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Chapter 1 - Intro

Chapter 2 - Do's and Don'ts of Photographing Textures

Chapter 3 - Prep Processes

Chapter 4 - Creating the Diffuse Map

Chapter 5 - Extracting Specular and Normal Maps

Chapter 6 - Creating Occlusion Maps in Photoshop

Chapter 7 - PBR Principles and Practice

Texturing an Industrial Door

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Chapter 1 - Introduction

Chapter 2 - Planning and Blocking Out

Chapter 3 - Creating a Base Normal Map

Chapter 4 - Adding Mechanical Details to the Normal Map

Chapter 5 - Optimizing nDo2 Files

Chapter 6 - Using the Sculpt Mode in nDo2

Chapter 7 - Creating AO and Cavity Maps

Chapter 8 - Blocking out the Diffuse

Chapter 9 - Adding Low Frequency Values to the Diffuse

Chapter 10 - Adding Photosourced Details to the Diffuse

Chapter 11 - Adding Chipped Paint

Chapter 12 - Scratching the Red Paint

Chapter 13 - Using Cavity Maps

Chapter 14 - Making Adjustments to the Diffuse

Chapter 15 - Generating a Damage Layer in nDo2

Chapter 16 - Creating a Specular Map

Chapter 17 - Setting up the Material in CryEngine 3

Chapter 18 - Final Words

Resource Files

Bradley Vehicle Texturing

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Chapter 1 - Introduction

Chapter 2 - Structure, Localization and Visual Noise

Chapter 3 - The Wrong Way to Texture!

Chapter 4 - Setting up Photoshop and Masks

Chapter 5 - Creating Camouflage in Mudbox

Chapter 6 - Constructing a Texture Sketch

Chapter 7 - Adding Photo Sourced Detail

Chapter 8 - Hand Painting Dirt and Wear

Chapter 9 - Additional Texture Detail

Chapter 10 - Adding Color Variation

Chapter 11 - Detail Pieces and Scratch Pass

Chapter 12 - Texturing the Bags and Cloth

Chapter 13 - Tiling Tread Texture

Resource Files

Chapter 14 - Creating the Specular Map

Chapter 15 - Disecting the Final Texture

Substance Designer Workflow - Volume 1

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Resource Files

Chapter 1 - Intro

Chapter 2 - Intro to Subtance Designer

Chapter 3 - Making the Metal Material 01

Chapter 4 - Making the Metal Material 02

Chapter 5 - Making the Leather Material

Substance Designer Workflow - Volume 2

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Resource Files

Chapter 1 - Intro

Chapter 2 - Making the Metal Damage

Chapter 3 - Intro to Substance Painter and Painting Damage

Chapter 4 - Finishing up With the Final Texture

Chapter 5 - Finishing up With the Final Texture 02

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