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[CG-School] Unreal Engine «Cinematics». Base Plan (Олег Веренко)

Тема найдена по тегам:
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Список участников складчины:

1. Николай1122 2. AlexScartlet 3. Arni_1990 4. trusik
  1. Николай1122
    Николай1122 Организатор складчин

    [CG-School] Unreal Engine «Cinematics». Base Plan (Олег Веренко)


    Unreal Engine is the world’s most open and advanced real-time 3D creation tool for photoreal visuals and immersive experiences by Epic Games. The latest generation, Unreal Engine 5, was launched in April 2022. One of its major features is Nanite, an engine that allows for high-detailed photographic source material to be imported into games. The Nanite virtualized geometry technology allows Epic to take advantage of its past acquisition of Quixel, the world’s largest photogrammetry library as of 2019.

    These course are for you if you want to
    • learn how to work in Unreal Engine 5;
    • learn the theoretical basics of lighting and composition;
    • create different types of FullCG video and Cinematics;
    • create environment, interior, exterior scenes inside UE5;
    • work with Visual Effects;
    • setup render and make postprocessing inside UE5;

    Скрытый текст. Доступен только зарегистрированным пользователям.

    By the end of this course, you will have learned the fundamentals of the UE5 by creating your own photorealistic environment from start to finish with easy follow along videos.[/LEFT]
    Throughout the training, we will create 3 cinematics with varying complexity. Two environment scenes and one interior scene.

    The course should have something for everyone, no matter the skill level. It is definitely well suited to give newcomers a great base to build on while also having a little gem here and there for everyone who has done similar things for years already.

    Usage Unreal Engine
    • game development;;
    • film & tv;
    • architecture visualization;
    • automotive & transportation;
    • broadcast & live events;
    • vfx simulation;
    The training is divided into 4 logical chapters. They are pre-recorded. After payment, we immediately open you access to the recorded lessons online via YouTube (so that you can use subtitles). We will create an individual support group for your class, where you can ask questions about the material or homework. Once a week (on weekends or any other day – this is discussed with the students of each class), the instructor make a webinar with live communication, answers to questions and analysis of homework. Therefore, the whole training can be completed faster depending on your individual abilities and skills.
    • You can start learning immediately after payment at any time.
    • Each chapter is designed for 2 weeks. The whole training lasts 8 weeks (but you can do it faster if you want).
    • Every week we hold a live webinar where we answer questions, give feedback and open access to the next block.
    • Groups of up to 10 people, which will provide more individuality and attention to each student.
    • Access to lessons can be obtained from anywhere in the world and take place at any convenient time.
    • In each block you get homework – a real task in CGI. At the end of the course, you will collect your demoreel.
    • During the courses and after they are completed, you receive feedback from the teacher – ask specific questions and get answers.
    • The tools are mastered in order of importance. From primary to secondary. Your goal is to develop the right mindset and skills that will produce more results in less time.
    Technical specifications
    • year of creation: 2022;
    • author: Oleg Verenko;
    • version of programs used in the course: Unreal Engine 5.0 – 5.0.3, Nuke 12, 3ds max 2022;
    • total lessons in the course: 79;
    • total duration: 16h 11m;
    • size: 17.5 Gb;
    • video specifications: file type .mp4, frame size – 2560*1440 pixels;
    • number of live webinars with students – 8.
    Hardware specifications for video rendering
    Minimum: Processor – Quad-core Intel or AMD, 2.5 GHz or faster. Memory – 16 GB or more. Video Card – DirectX 11 or 12 compatible graphics card (Nvidia) with 8 Gb VRAM or more. 256 GB SSD (OS Drive).

    Recommended: Processor – 8-core Intel or AMD. Memory – 32 GB or more. Video Card – DirectX 11 or 12 compatible graphics card (Nvidia) with 11 Gb VRAM or more. 512 GB SSD (OS Drive).

    Performance: Processor – 12-core Intel or AMD. Memory – 64 GB or more. Video Card – DirectX 11 or 12 compatible graphics card (Nvidia) with 24 Gb VRAM or more. 512 GB SSD (OS Drive).
    Course content
    A total of 79 videos are split into different sections that build on one another.
    All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.

    Chapter 1
    In this chapter, you will get acquainted with the interface and basic functions of the Unreal Engine 5. Find out what is Nanite and Lumen. What is the advantage of the program over other software. You will work with Megascans and Marketplace assets. At the end of this block, we will start to work on the first big exterior scene.

    (15 lessons, 3h 26m total duration)
    Fast access for clients (you should be logged in with your mail).
    • 1.0 Installation Epic Games Launcher and UE5.
    • 1.1 Interface.
    • 1.2 Working with viewport. Shortcuts. Hotkeys.
    • 1.3 Working with pivot point. Groups. Duplicating geo.
    • 1.4 Unreal engine terminology – project, level, object, actor,component, blueprint.
    • 1.5 Working in editor. Filters, assets, FBX, Quixel Bridge.
    • 1.6 What is Nanite. Disabling LODs switching in cinematics video.
    • 1.7 Lumen – explanation and setup.
    • 1.8 Lighting setup from scratch. Post Process Volume.
    • 1.9 Migration assets, shaders, BP and other between projects.
    • 1.10 Working with marketplace assets.
    • 1.11 Landscape mode. Mountains, oceans, rivers, lakes.
    • 1.12 Foliage mode – drawing by objects on the surface.
    • 1.13 Working with megascans trees.
    • 1.14 Datasmith plugin – exporting any shaded geo to UE5.
    • 1.15 Real cinematic video creation (accelerated video, first part).
    Chapter 2
    In this block, we will learn how to work with materials, lighting, volumetric fog and additional effects. We will also learn how to create, import and animate characters. In this block, we will finish the first scene with the environment, make high-quality rendering and video post-processing.

    (20 lessons, 3h 54m total duration).
    Fast access for clients (you should be logged in with your mail).
    • 2.1 Materials and shading – basic parameters.
    • 2.2 Complex materials, textures and shader nodes. Procedural light flickering using function material.
    • 2.3 Working with normals.
    • 2.4 Landscape material.
    • 2.5 Automatic spawning foliage on landscapes using material.
    • 2.6 Light emissive materials. Nanite checking.
    • 2.7 Сinematic video creation (accelerated video).
    • 2.8 Bugs analyzing and working with plants in main shot.
    • 2.9 Tips and tricks how to work with slow FPS.
    • 2.10 Metahuman – working with realistic human characters.
    • 2.11 Level sequencer – working with camera and animations.
    • 2.12 Metahuman character animation using rig.
    • 2.13 How to import mixamo characters and add new geometry to animated asset inside UE5.
    • 2.14 Procedural camera shake in UE5 using BluePrints.
    • 2.15 Realistic smoke and fog using video sequences.
    • 2.16 Working with cloth inside UE5. Alembic geo cache.
    • 2.17 Lighting improvements. Volumetric Fog. Local lighting.
    • 2.18 Master sequence.
    • 2.19 Rendering cinematic video. Working with renderpasses.
    • 2.20 Bugs fixing and post in Nuke.
    Chapter 3
    In this block, we will work in detail with a completely new tool for modeling and editing geometry inside the program and work with the texture coordinates of the model. We will start and finish the interior scene. Then we will render it – make video and few static pictures. At the end of the block you will learn how to import ready-made scenes into the program from 3ds max and other soft.

    (18 lessons, 3h 44m total duration).
    Fast access for clients (you should be logged in with your mail).
    • 3.1 Project optimization.
    • 3.2 Rendering on alpha tips and tricks. Shadow casting.
    • 3.3 Modeling mode – basic tools.
    • 3.4 Modeling mode – boolean.
    • 3.5 Modeling mode – UV and texture coordinates.
    • 3.6.Modeling mode – cube grid tool.
    • 3.7 Modeling mode – customizing UI.
    • 3.8 Interior scene – start.
    • 3.9 Interior scene – walls creating (accelerated video).
    • 3.10 Interior – camera, main materials and UV setup.
    • 3.11 Interior – main objects and materials (accelerated video).
    • 3.12 Interior light setup – Post Process Volume, GI, IES lights, Volume Rays.
    • 3.13 Planar reflections.
    • 3.14 Camera and DOF setup.
    • 3.15 Interior scene rendering in draft and highres quality. Bugs fixing.
    • 3.16 Compositing, grading ang bugs fixing in Nuke.
    • 3.17 Exporting full interior scene from 3ds Max (Corona, V-Ray) to Unreal Engine using Datasmith.
    • 3.18 Rendering stills from multiple cameras in high resolution – 2 ways.
    Chapter 4
    This block is dedicated to blueprints and visual effects. You will learn how to import ready-made effects from other programs as well as how to create your own inside the program using Niagara and shaders. We will start and finish a big project – a night exterior scene.

    (26 lessons, 5h 11m total duration).
    Fast access for clients (you should be logged in with your mail).
    • 4.1 Blueprints for CG artists. Open and close door using E key and collision box. Widgets activation.
    • 4.2 Light switch using trigger volume and Level Blueprint.
    • 4.3 Light switch using X key and actor Blueprint.
    • 4.4.Material changing by sample spheres with Blueprint.
    • 4.5 Set player start point and conclusion interior part.
    • 4.6 Packaging and exporting your game. Windows SDK install.
    • 4.7 Starting night level. HDRI backdrop.
    • 4.8 Camera rig rail. Post Process Volume in night level.
    • 4.8.1 Bug fixing with rig rail and cine camera actor unloaded.
    • 4.9 Night scene creating (accelerated video).
    • 4.10 Basic night light setup.
    • 4.11 Light channels – lighting separate assets from separate light.
    • 4.12 Fixing light disappearing in big distances.
    • 4.13 VFX – working with VDB cache inside UE. VDB principled actor.
    • 4.14 Basics of Niagara FX. Fluid effects using templates.
    • 4.15 Dust ambient air particles with Niagara system.
    • 4.16 Falling snow in Niagara.
    • 4.17 Ambient rain in Niagara.
    • 4.18 Creating fire and sparks in main scene using Niagara.
    • 4.19 Niagara fluids – main parameters of 3d gas emitter. Flamethrower effect from scratch.
    • 4.20 How to warm up your fluid effects.
    • 4.21 Stylized planet shader with UV deformation.
    • 4.22 Rendering Niagara effects with DOF – fixing.
    • 4.23 Fixing unloaded assets in large worlds. World Partition.
    • 4.24 Night project finalizing. Rendering setup.
    • 4.25 Bugs fixing and compositing in Nuke.
    • 4.26 Conclusions.
    Chapter 5 (Bonus, free for “Base” and “VIP” plan).
    • 5.1 Techniques that help you create a nice demoreel, breakdown list, and resume.
    • 5.2 How is the computer graphics market works? Where does the money come from?
    • 5.3 Tips and recommendations how to sell yourself in the CGI market, how to develop further, where you can find customers.
    • 5.4 Useful tips from the experience of teachers when working with large projects.
    • 5.5 List of resources where you can search for jobs and projects.
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    Последнее редактирование модератором: 20 мар 2023
    Николай1122, 27 янв 2023
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