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ชื่อติวเตอร์  :  
Gnomon - Environment Art Lookdev Using Unreal & Photogrammetry with Brian Recktenwald
โปรแกรม :  
ค่ายผู้ผลิต :  




เรียนรู้เวิร์กช็อปสำหรับนักพัฒนาด้านสภาพแวดล้อมในระดับกลางถึงขั้นสูงในอุตสาหกรรมเกมที่ต้องฝึกฝนทักษะใหม่ๆ ในการ assemble a look-dev environment. โดยใช้ Unreal
โปรแกรมที่ต้องใช้ร่วมกันในติวเตอร์นี้  Photoshop, Recap, 3ds Max, marmoset toolbag, zbrush, unreal, substance painter

This workshop is for intermediate to advanced environment artists in the games industry that want to hone new skills in photogrammetry to assemble a look-dev environment using Unreal. In this title, Brian Recktenwald goes over the entire process from start to finish and addresses different approaches and techniques used to create a photorealistic, yet stylized, scene. Planning, capturing, clean up and creation of real-time ready models and tileable textures is gone over in detail using Reality Capture, 3ds Max, Marmoset Toolbag and ZBrush. Brian discusses sculpting techniques for rocks using ZBrush and then textures one using Substance Painter with the photo scanned textures as a base. After he has all of the game-ready assets, he goes over the philosophy and approach of “asset gyms” that are often used in production settings to help organize and prep the scene for assembly. Finally, Brian assembles a desert scene in Unreal breaking down material creation, lighting and general philosophies regarding building modular environments for games.



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