Duration 3h 30m MP4
Title: Technics Publications – Game Development with Unreal Engine 4, Adobe Fuse, 3ds Max, and Mixamo
Info:
This video series will show you how to create your own virtual reality game using Unreal Engine 4 and 3ds Max, as well as how to enhance the appearance of the characters and landscape using Adobe Fuse and Mixamo. For the fundmentals on Unreal Engine 4, Adobe Fuse, 3ds Max, and Mixamo, search for other videos by Guilherme Rafael. This series contains nine clips:
Character Creation for Game Development. This first clip in the series covers how to create your own character using Adobe Fuse, add bones and animations with Mixamo, adjust the defect of the eyelash with 3ds Max, and create the animations for the locomotion with Unreal Engine.
Landscape Composition for Game Development Part 1. This second clip in the series covers scene composition including object design, topology, and mapping with 3ds Max. Create a 3D landscape containing stones and plants.
Landscape Composition for Game Development Part 2. This third clip in the series continues our development of the scene using 3ds Max. Add a sign and cactus to our game playing field.
Landscape Composition for Game Development Part 3. This fourth clip in the series continues our development of the scenario using 3ds Max. Add a canyon to our game playing field.
Landscape Composition for Game Development Part 4. This fifth clip in the series continues our development of the scenario using 3ds Max. Add a mountain range to our game playing field.
Landscape Composition for Game Development Part 5. This sixth clip in the series continues our development of the scenario using 3ds Max. Add wooden beams and a bridge to our game playing field.
Creating the Game Playing Field Part 1. This seventh clip in the series imports our models created from the prior six clips into Unreal and starts building the scene for our game prototype. Additional objects are created in Unreal to help create the 3D playing field.
Creating the Game Playing Field Part 2v. This eighth clip in the series further refines our playing field to make it almost a lifelike experience, incorporating materials, foliage, assembly, and lights.
Adding Game Functionality. This ninth clip in the series creates the finishing touches for our game, including creating a main menu, using event graphs to determine game sequence, leveraging control settings, and adding functionality for our character to score points through collectibles or lose lives by coming into contact with dangerous objects.
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