Becoming Unreal: From Concept to Playable
In this course you will learn a full pipeline of how to concept, model, texture, implement a humanoid character in Unreal Engine 4, making it playable.
We will be going about this in a non-destructive workflow.
- Know some character design basics
- Learn about rapid concept for production
- Be able to model, texture and prepare your character for a game engine
- Know how to work with a basic unreal engine 4 project (3rd person)
WHAT EXACTLY IS YOUR COURSE?
In the first week we will be discussing some design fundamentals and explore some designs, here you can either concept / photobash or just gather some reference so we can build an idea about how your character should look like.
The next four weeks (2, 3, 4, 5) you are going to learn a workflow and create the model in Zbrush.
In the next 3 weeks (6, 7, 8) after you learn to bake the the normals in Knald, you will be introduced to the basics of 3D coat where you will uv and texture the character
In The next week (9) you will learn to skin your model to the default biped rig for unreal engine 4, how to export it and how to set up the textures you did in 3D coat.
In The last week you will learn to set up your character inside unreal engine 4 so you can control it with basic [WASD] [Space] controls
SOFTWARE / TOOL / EQUIPMENT REQUIREMENTS:
- 2D sketching program (Photoshop, Clip Studio Paint, Sketchbook, or even pen and paper)
- Unreal Engine 4
If you want a free normal baking program, you can use Xnormal instead of Knald
RESULTS FROM ADRIAN’S WORKFLOW
- Lectures 47
- Quizzes 0
- Skill level Intermediate
- Language English
- Students 6
- Certificate No
- Assessments Yes
Design Basics and Concepting in 2D
ZBrush Basic Tools
Modeling in Zbrush - Part 1
Modeling in ZBrush - Part 2
Preparing the Model
3D Coat Basics
Texturing - Part 1
Texturing - Part 2
Bringing It to Unreal