My Tuto Best of – PBR Practical Workflow

In this demonstration, Richard Piper gives a quick overview of physically based rendering using Marmoset’s Basic Theory of Physically-Based Rendering as a reference and in doing so explains some of the most important concepts that you need to understand in order to get started in PBR. He then shows how to practically apply these concepts within Substance Painter to get the results you need on your assets.

vimeo.com/100514711

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 – Fast Cloth Alpha Creation in ZBrush

In this demonstration, Andy Davies goes over the creation of cloth alphas in ZBrush 4 R5.

He shows the techniques needed to efficiently create multiple cloth alphas using a range of 2.5d tools within ZBrush, which can then be used as a solid base for sculpting or to compliment existing geometry.

http://eat3d.com/free/zbrush_cloth

My Tuto Best of – Maxscript Basics

In this demonstration, Jeremy Baldwin shows you how to create a simple maxscript that gives the users control over several parameters when creating basic primitives procedurally.

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=w7dU3UKAL00

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 – Creating a Lightmap UV Channel

publisher:
Author: Don Ott
Runtime: 10 Mins
Skill Level: beginner

In this video we will cover how to create a second UV set for your game assets. With this second UV set, we can take advantage of lightmaps inside of UDK.

http://www.3dmotive.com/training/free/creating-a-lightmap-uv-channel