My Tuto Best of – Volume Vertex Collapse

In this demonstration, Jeremy Baldwin demonstrates how to create a dynamic sphere volume using shaders within Unreal Engine 4.

About Eat 3D: Eat 3D has been feeding your brain for 6 years with some of the highest quality training that exists. Our goal is to provide you with the best education and get straight to the point with practical real world exercises that professionals actively use in production.

youtube.com/watch?v=MSVf3djHdK0

My Tuto Best of – UDK Shader Production

In this demonstration Andrew Maximov guides you through building various shaders from the ground up in Unreal Development Kit (UDK). He starts by going through the basics by explaining what some of the most widely used nodes in the material editor do and what they can and should be used for and then moves on to creating a custom phong lighting shader building on what was shown in the previous video for maximum effect.

From there he creates a complex shader that goes over such things as directional blending of textures and procedural placement of snow and ice. He then shows how to create a clock shader with customisable rotating hands and moves on to create a versatile desert shader for use in environment pieces that includes sand movement for that extra polish. He then goes over how to create a cheap and effective dripping water shader and a distance based blending shader that automatically sets the texture tiling based on the position of the camera within the scene and then moves on to gradient mapping which is used to cheaply and realistically texture various objects without the need for textures. Finally he shows how to produce clean opacity masks for foliage without the need for a dedicated alpha masks.

This DVD is perfect for those who want to learn how to efficiently create visually appealing and efficient materials in UDK.

youtube.com/watch?v=UK7kTLoGU18&list=PLbPC2AiSSX7_TSiVxlqKon_LL2Rr1z_3P

My Tuto Best of – UnrealScript Masterclass

In this DVD James Tan begins his series on re-creating Assault in UDK. James uses his 13 years of experience with Unreal Technology and Global UDK Educator with Epic, to demystify custom UDK game creation using UnrealScript. He starts off with setting up the Development Environment and then goes into the Base UDK Structure. James then goes over Pawns, Weapons, Weapon Attachments, Cameras, Player Replication Info, HUD, Inventory, Key Relationships, Archetypes, Unreal FrontEnd, and playing over a LAN.

This DVD is an amazing resource for those looking to customize their games using UnrealScript.

About the Instructor:
James Tan has worked with Unreal Technology for 13 years and specializes in programming. He has also traveled across the world with Epic Games demonstrating UDK. James currently works in his own studio called “Digital Confectioners” and has worked on such titles as “The Ball”, “The Haunted”, and “Cube”.

http://eat3d.com/unrealscript_mc1

My Tuto Best of – Next-Gen Game Development with Unity3D

This training product is designed for anyone who needs to learn professional next-gen game development with the powerful Unity3D engine. This training title shows how to work with the Unity Editor to setup a next-gen game environment using new tools and features found in Unity 3.0. Topics that are covered in-depth include realtime lighting, working with the powerful Beast Lightmapper included with Unity, general workflow, post processing effects, advanced materials and shaders, as well as performance optimization and publishing, and more. This is the most detailed and in-depth next-gen game development training series for Unity3D in the industry and benefits beginners with an easy and straightforward approach to learning some of the most advanced features and tools in Unity3D, however it also covers advanced techniques and professional features that advanced users and developers should take advantage of to make games render like AAA next-gen productions. This training product focuses on workflows and features with Unity Pro 3.0. Unity Pro is the professional version of Unity3D and includes hi-end professional tools and features that are NOT available with Unity Basic (the free version of Unity3D). Please note that if you are working with Unity Basic, you will not be able to use the advanced features and tools exclusive to a Unity Pro license, which are taught in this tutorial series. However, if you need to learn professional next-gen game development with Unity3D, this is the training product you have been looking for; there is simply nothing else like it out there when it comes to Unity3D professional training. This training product includes asset files, such as geometry and textures. Unity Pro 3.0 is required if you wish to accomplish results demonstrated by instructor.

http://www.i3dtutorials.com/tutorial/84_next-gen-game-development-with-unity3d-volume-i

 

This training product is designed for anyone who needs to learn professional next-gen game development with the powerful Unity3D engine. This training title focuses on advanced techniques for game modeling while using a mixed pipeline between the Unity game engine, Autodesk 3dsMax, and ZBrush. Users are shown professional methods and workflows to create realtime low polygon models, as well as using subdivision surfaces to create high resolution models, design philosophies, and game development concepts. Being an important facet of today’s production pipeline, users are also taught how to take advantage of ZBrush to import low polygon objects and sculpt them into extremely high resolution models that can be used to bake normal maps and extract details that can be used within the Unity engine in realtime, thus increasing the quality and realism of games made with Unity. Artistic methods are shown to create high quality work, while technical points are covered in order to adhere to important technical limitations that game artists have to follow in order to produce high quality content that is performance friendly. Users are shown the entire process and production pipeline on how to design and create objects from scratch, create high resolution sculpts, and finally how to transfer details from millions of polygons onto a low resolution model. Data Asset Exchange is also covered, showing how to properly work with and transfer game assets between 3dsMax, ZBrush, and Unity as easily and efficiently as possible, a process than can usually be difficult and unpredictable. Students and aspiring game developers will be exposed to professional workflows and understand how to work in a mixed pipeline environment for game modeling. Advanced users and professionals will be able to learn time saving and efficient techniques for completing difficult modeling tasks as efficiently as possible and learn the advantages of integrating 3dsMax, ZBrush, and Unity into their studio’s production pipeline.

http://www.i3dtutorials.com/tutorial/87_next-gen-game-development-with-unity3d-volume-ii-3dsmax-and-zbrush-production-pipeline

My Tuto Best of – Advanced Mesh Paint with UDK

In this video we’ll take an advanced look at UDK’s mesh painting features (often called vertex painting). We’ll go in depth on how to create several advanced blending materials such as snow icing over stones, puddles that react to light, and cracked and weathered concrete. We will also discuss how to create mix maps in Photoshop which will allow us to blend our materials in unique and interesting ways

http://www.3dmotive.com/training/udk/advanced-mesh-paint-with-udk/?follow=true

My Tuto Best of – UDK Lighting and Post Processing

 

In this DVD, Dave Prout and Jim Magill go through Lighting and Post Processing in UDK. Together they use over 27 years of combined professional experience to deliver not only great instruction but also many practical applications when putting the final touches on your levels.

Like many of our other DVDs, this video is target for both professionals and those who are just starting to use Unreal Development Kit.

About the Instructors:
Dave Prout co-founded Spark Unlimited which became an award-winning game developer with 120 employees over 5 years. Since then he has been working with UDK to create games and continues making games to this day. Make sure to check out Dave’s regularly updated website http://www.daveprout.com.

Jim Magill has been working in games not too long after he graduated art college in 1996. Since then he contributed to many popular games such as Theif 3 and Deus Ex 2. Jim has been using Unreal Editor 3 for the last 5 years and is currently working on DCUO at Sony Online.

http://eat3d.com/udk_lighting

 

My Tuto Best of –

 

In this demonstration the instructor starts off by explaining the nodes that will be used throughout the rest of the DVD. From there he goes into depth on how to create a material that can transition from one set of textures and parameters, into another. He also gets into how to make a character completely dissolve away.

Once the materials are setup, the instructor goes into how to control them in Cascade, Kismet, and Matinee. While inside Matinee, you learn how to time the dissolve to match the animation, and also how to swap entire materials and allow the character to dissolve after he has transformed from stone to real life.

About the Instructor:
Bryan Erck has worked in the video game industry for over 10 years and has shipped 15 titles. Some of those titles are, “Star Wars Ep1: Racer”, “Gladius”, “Matrix: Path of Neo” and “Blacksite: Area 51”. Bryan started in the video game industry in QA at LucasArts when he was 19 years old. From there, Bryan became a Technical Artist and then has been doing in game special effects for the last six years.

http://eat3d.com/vfx

My Tuto Best of – Unreal Development Kit 2 -Cinematics & Environment effects

 

Back by popular demand, Sjoerd Hourences De Jong builds upon the information taught in his first DVD (An Introduction and Application) by creating an entire in-game cinematic. Sjoerd starts with a custom existing level and adds rain, wind, thunder, lightning, splashes, puddles, and even plants that react to wind in order to bring the environment to life. From there he goes through adding a character to the scene, adding multiple cameras, triggering a lighting strike, creating an electrifying effect, creating a fire, blowing off a small door and finally setting everything up in kismet/matinee for the final cinematic.

You will also learn from an Unreal Master exactly how to develop your own workflow and start making amazing cinematics inside UDK right now.

About the Instructor:
Sjoerd Hourences De Jong has been working with the Unreal Editor for over 10 years and has worked as titles such as Huxley, Warpath and UT 2004. Sjoerd recently Designed and directed the UT3 mod “The Ball” that has already won a range of awards in some of the world’s largest competitions such as the ModDB MOTY and the MakeSomethingUnreal contest. Make sure to check out Sjoerd’s website hourences.com for free unreal tutorials, books, and personal tutoring.

http://eat3d.com/