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Gnomon – Creating Complex Vegetation and Foliage for Games
http://www.thegnomonworkshop.com/tutorials/creating-complex-vegetation-foliage-for-games
Let Peyton Varney, Environment Texture Artist at Naughty Dog, guide you through the process of pushing vegetation in your game environments to the next level. Following on from Peyton’s "Introduction to Creating Game-Ready Foliage" workshop, this intermediate-level tutorial takes a deeper dive into foliage creation. Discover how to create a variety of grass and tree assets for your scene and learn how to place them in your environments for realistic results. Follow Peyton as he works through the process of reviewing collected references, blocking out a scene, and creating the trunk and branches of his trees. You’ll see how to place your cards — that you will individually create by hand — efficiently in your environment. The workshop also covers grass creation and how to set up a group of grass assets that offer a strong amount of variation and an organic quality to your scenes. Once you have created all of your foliage assets, you will go into the workflow of proper placement in Unreal Engine and learn how to push your scenes further.
Learn To Create Advance Metroidvania 2D Character
https://www.udemy.com/course/learn-to-create-advance-metroidvania-game-character/
From rigging to play - A complete step by step 2D game character animation course in Spine Essential
Gumroad – Hard Surface in ZBrush
Have you ever found that the tools you use limit your ability to concept in 3D?
Well in this 3 part tutorial, Ill walk you through a new more fluid toolset and show you the process I use to achieve hard surface results in ZBrushes Dynamesh feature.
In part 1, I will give you a complete walk through of all the tools I use, the logic behind them, as well as show you examples of how id use them in my process.
Artstation – Props design – Tutorial + Brush pack by Florian Coudray
https://www.artstation.com/marketplace/p/GoRP/props-design-tutorial-brush-pack
• A 48 minutes narrated video about :
Design principles
Commentary of the process
Rendering techniques
Multiples tips, tricks & shortcuts (multiple short live demos)
• A 3h30 non-narrated process video (300% sped up)
MetaHuman - Game Character Tutorial
https://www.udemy.com/course/metahuman-game-character-tutorial/
How to customize the Default Unreal Character
http://www.udemy.com/course/unreal-engine-global-illumination-for-arch-visualization
Unreal Engine: Global Illumination for Architectural Visualization
Anyone who uses Unreal Engine for real-time visualization knows how important good lighting is to your presentation. Global Illumination is the best way to simulate how light behaves in the real world. In this course, Brian Bradley shows key settings and best practices for architects, designers, and artists looking to incorporate the Lightmass Global Illumination (GI) solver into their visualization process. Learn how to create lightmaps for a level, focus Lightmass GI calculations to put your computing resources to best use, understand how materials affect lighting, and set up light portals that are quick, clean, and production ready. Plus, discover how to work with area shadows and high-dynamic-range images (HDRIs), and see how adjustments to static lighting scale affects quality. Brian also introduces advanced topics, such as lighting animated objects with GI and controlling color bleed.
Learn how to develop games and design like a pro with this step-by-step course!
Have you ever wanted to create your own games? In the era of digital technology, videogames are bigger than they have ever been. Maybe you want to recreate a mechanic you've seen in a video game and show it off on social media, or perhaps you want to recreate a level you've played recently in your favourite video game. Whether you’re new to the games development scene or hoping to make a career out of it, making video games isn’t only for the pros. We’re here to teach you how.
Learn to create an entire Castle using only Unreal Engine 5 tools
This tutorial series covers everything that you will likely ever need, to understanding how to create terrains in Houdini. Starting from foundation layer of HF nodes and their functions, to using generated masks to create textures in COPs, to scattering geometry using said-masks, to applying and rendering them in a LOPnet with Karma.