Unreal Games Engine: Introduction to Previz /Animation
Taught by Jon Gress
- Duration:
- 7 hours 47 minutes
- Software Version:
- UDK 3
- Launch Date:
- October 2013
- Course Number:
- UNR101
3D
3D
But who has time to learn a whole new set of tools? Well, good news! It’s why we developed this course: A fast track to learning the Epic Games Unreal Development Kit - UDK 3 game development environment. This course will be a fast paced introduction to the UDK 3 game development environment and engine covering the basics of pretty much the entire suite of UDK development tools and take you from zero to building your own freestanding game in UDK in this one course.
Class Listing
Class 1
Intro, Pre-Pro Modeling & Roughing in UDK - Workflow, Concepts, Navigation & Helpful Keyboard Shortcuts, The UDK Editor - Interface & Navigation, Level Design Flow Theory & Gameplay Mindset, The Game Design Process Creating our first few CSG pieces of Geometry using BSP Brushes, Adding a Light, Jumping in and Test Playing the Level
Class 2
Adding Geometry & Detailing in UDK - Geometry Workflow, Blocking & Roughing Out the Level in BSP/CSG, Additive vs Subtractive Workflows,Geometry Edit Mode, Adding Player Start Pathnodes, Adding Weapons, Vehicles & Bots, Test Playing your Level
Class 3
Texturing, Adding a Material & Texturing Workflow, Creating Textures, Photoshop Prep of Textures, Special Sizing & Formatting Requirements, Importing Textures into UDK and creating Materials
Class 4
Detailing - Adding Static Meshes Combining Static Meshes, Grouping, Creating Prefabs, Creating Fractured Meshes, Intro to Lighting/Lightmass & Terrain in UDK - Creating Dominant Directional exterior lighting, Lightmass importance volumeCreating a new Terrain, Terrain Texturing, Using Decal Materials, Creating Water Planes
Class 5
Creating Foliage layers, Creating Deco layers, Static Mesh Mode & Detailing in UDK, Volumes, Volume Effects and Physics, The LightmassImportanceVolume, The PostProcessVolume, Creating Swimmable Water, Creating the water's surface, Underwater FX Using Post Process Volumes, DOF, Scene Highlights, Faking Volumetric Light Effects, Height Fog vs Fog Volume, Physics Creating a Skybox, Adding a Kill Z, Adding a Particle System
Class 6
Animation and Particle Systems. Intro to Cascade, Matinee, Kismet, Intro to Distributions, Converting BSP and CSG Geometry to Static Meshes, Automatic doors, Setting up Triggers, Setting Collision Radius, Height and Type, Creating Movement Track in Matinee.
Class 7
Creating Fractured Meshes, Fractured Mesh Editor, Texturing Fractured Meshes, Double Automatic Hangar Doors & Triggered Automatic Particle Systems, Creating Pawn Spawn & Death Events, Speed Workflow Cloning/Carving Elevator Shafts, Entrance Ways and Creating Elevator Lift Platforms with BSP/CSG Geometry, Converting BSP/CSG to Static Meshes to Interp Actors, Automatic Elevator Lifts using Kismet Movers
Class 8
Creating Ghost Objects, Converting BSP/CSG to Static Meshes, Creating Jump Pads, Creating Finish & Emissive Lighting, Set Lighting Theory and Application, Sound in UDK - Creating Ambient Sound, Positioning Sound in Space, The Sound Cue Editor, Creating Complex Sound Cues, Creating Triggered Sound Cues, Creating Custom Sound Cues
Class 9
Final Details, Creating a Portal, Importing Custom Animated Skeletal Mesh Geometry & Mocap, Playing Animation & Sound Using Triggers, Adding Player starts, Setting up Deathmatch Gametype, World Properties, Final Details, Adding Level Menu Screenshot, Adding Music to Level, Etc, Titling your map, Setting Map Music, Creating screenshots, Creating a configuration file, Finishing & Packaging, Exporting a standalone game