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Roel Ashton

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Jul 17, 2024, 2:19:39 PM7/17/24
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A Complete Course that teaches how to easily create a simple Stylized Outdoor Environment from start to finish. Fully Narrated Step by step instructions on how to model, sculpt, texture, and put everything together into a scene with Unreal Engine 4.

Gumroad How to Make a Stylized Outdoor Environment from Start to Finish


Download Zip https://bltlly.com/2yUL8i



A Complete Course that teaches how to easily create a simple Stylized Outdoor Environment from start to finish. Fully Narrated Step by step instructions on how to model, sculpt, texture, and put everything together into a scene with Unreal Engine 4.

Since one of my main aims was to utilize trim sheets as much as possible with this project, I actually focused on creating the trim sheets and tileable textures first. Once I had a set style of texturing down I made sure to create the main utilized textures which were the tileable stucco brick, tileable wood roof, and the wood trim sheet. At first I roughly UV mapped the block-in assets and applied the materials in UE4 just to get an idea of how they looked in the engine. I then started slowly going through the blockout models and started refining them to their final form. One thing that helped my overall scene was an 80 Level article from Taylor Harris ( -an-animated-stylized-house-diorama-in-substance-unreal/). He has a 10-minute video about matching the perspective and composition of your concept. His trick of setting up a plane with the concept image applied in front of the camera in Unreal along with a panning mask helped me nail the final look of the piece.

So with podcasting, it was very much like Pat Flynn, being my main influence from Smart Passive Income. And then with YouTube, I had noticed, the guys from Fizzle were starting to make videos. Sean McCabe, who was like a hand lettering artist turned like business magnate, was starting to make videos.

I think the name of this add-on is a bit strange, since it doesn't actually make HDRIs, but it does help you make scenes with HDRIs. The most helpful feature is being able to add a ground (or animated water) plane that fits the environment in just one click. The ground uses displacement and a few other tricks to make it look as believable as possible. There are about 400 HDRIs included with the addon, but I think a good chunk of them probably come from Poly Haven, so go support them as well if you enjoy free high-quality backgrounds.

David Ariew (00:14): Hey, what's up, I'm David Ariew and I'm a 3d motion designer and educator, and I'm going to help you make your renders better. In this video, you'll learn how to use specific light sources to enhance your renders and draw the eye. Enhance exterior lighting with a combination of HD arise, daylight and motivated area lights, cell scale with smaller pools of light use light linking to only aluminate specific objects and avoid front lighting or shots. If you want more ideas to improve your renders, make sure to grab our PDF of 10 tips in the description. Now let's get started. So this might be a controversial statement. If you're lighting with HDRs alone, you're doing it wrong. You need to stop lighting with HD rise. Only HD your eyes are baked lighting solutions, meaning two things. First off, you can only rotate them. And that limits your flexibility. And second, all the light from an HTRI is from an infinite distance away, meaning that you can never go in and light specific objects in your scenes or pull lights closer or further away from those objects.

David Ariew (03:04): Again, starting with an H dry doesn't do much. Even if we crank the power, it's just flat. Here's what it looks like. Once we add in all the neon signs, then I add in a purple sun, which gives some nice shafts of directional light. And now here's adding in some area lights between the buildings to bring out some of the details in the alleyways and add in some more color. Here's a few additional lights to hit the metal awnings of some of the stores. And now here's some lights to boost the background volume metrics. Then we've got some lights to bring out the interiors of several of the shops. And here I'm enhancing the balconies a bit with some warm lighting, but not too bright, or it'll be distracting and pull the eye too much to the foreground. And finally, here's some additional warm, cold and pink highlights on the walls and awnings lighting with area lights can make all the difference in selling the scale of a scene to, for instance, here in the shot from Coco, we buy that this is a huge environment because of the literal tens of thousands of lights going on.

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