Unreal Engine 4 : The Complete Guide (2020)

BY
Eduonix

Learn and practise the skills required to construct 3D models and in-game scenes in Unreal Engine 4.

Mode

Online

Fees

₹ 199 995

Quick Facts

particular details
Medium of instructions English
Mode of learning Self study
Mode of Delivery Video and Text Based

Course overview

Unreal Engine is one of the most powerful engines on the market, which has enabled the construction of numerous titles in the video game business. Unreal Engine 4: The Complete Guide (2020) online course is designed and updated based on the demand of what students what to learn other than the concepts which are already present in the course.

Unreal Engine 4: The Complete Guide (2020) online certification is developed by Michael Gerard - Vegetation Artist & Instructor and offered by Eduonix, an educational organisation targeted at individuals who want to gain skills to enhance their career prospects.

Unreal Engine 4: The Complete Guide (2020) online training aims to teach about Vertex Painting, lights, blueprints, character, and animations, heads up display, cube map or HDR using Nvidia plugin, Ansel and many more interesting tools and techniques. Learners pursuing the course are required to have a computer with Windows 10 (64Bits) with Winrar or 7zip to decompress resources and 3d modelling software like Blender / 3DS Max / Cinema 4D / Maya which is optional. Interested learners can enrol themselves in the course by making a one-time payment.

The highlights

  • Self-paced course
  • English videos with subtitles
  • 30.42 hours of pre-recorded video content
  • 146 online lectures
  • 30-day money-back guarantee
  • Lifetime access
  • Accessible on portable devices

Program offerings

  • Self-paced course
  • English videos with subtitles
  • Pre-recorded video content
  • 146 online lectures
  • 30-day money-back guarantee
  • Lifetime access
  • Accessible on portable devices

Course and certificate fees

Fees information
₹ 199  ₹995
certificate availability

No

Who it is for

What you will learn

Animation skills Game designing skills

After completing the Unreal Engine 4: The Complete Guide (2022) certification course, learners will acquire an understanding of the fundamentals of Unreal Engine 4, its features, and how to use them. Candidates will be able to improve their knowledge of real-time development, design gaming events and build items to place in levels using the Blueprint, and import, configure and prepare a character for action. Candidates will also be able to implement artificial intelligence that follows the players, generate unique HDRs from the engine using the Nvidia Ansel plugin, control lighting, contrast, and effects of objects in scenes, explore the Quixel Megascans library, and export objects from Quixel Bridge to Unreal Engine 4.

The syllabus

Section 1 : Introduction

  • About Copyrights 
  • Resources

Section 2 : Installation and Discovery

  • Download and Installation of the Unreal Engine 4 
  • Discover Games Section of Epic Games Launcher 
  • Discover The Unreal Enigine Tab (Part.1) 
  • Discover The Unreal Enigine Tab (Part.2) 

Section 3 : Basics

  • Creating our First Project
  • Exploring the Global Interface
  • Different View Modes
  • Camera Movements and Object Manipulation
  • Main Options
  • Exploring the Content Browser (Assets Library)
  • Understanding the UE4 Folders Logic

Section 4 : Disclaimer About Diction

  • Few words about my Diction

Section 5 : Modes

  • Geometry Editing
  • Foliage Paint
  • Vertex Painting (overview only)

Section 6 : The Different Type of Lights

  • Understanding the different types of lights
  • Understanding the "Mobility"
  • How to Optimize the Light? (Light Complexity)
  • Discover the Skylight

Section 7 : Materials (Shaders)

  • Material Interface
  • Material Basics
  • Different Textures type
  • Creating our First PBR Material
  • Controlling the intensity of our textures
  • Adding parameters to our material (Instance)
  • Adding different options to our material (Static Switch Parameters)
  • Optimization of our Textures (Combined Texture / SRDAO)
  • Creating our own Combined Textures (SRDAO)
  • Creating our first Material Function (Normal Intensity)
  • Adding Textures in the Instance and Organize Parameters
  • Adding Albedo Controls
  • Controlling the Size and the Offset of our Textures (Tilling)
  • Creating the "Specular Correction" Material Function
  • Discovering Tessellation (Relief Effect)
  • Optimizing the Tessellation with Distance
  • Creating our Tessellation Material Function
  • Parallax Occlusion Mapping Discovery (Relief Effect)
  • Creating Wireframe Material
  • Creating Cloud Shadows (Light Function)
  • Implementation of Vertex Painting

Section 8 : Reflections

  • Creating Material & Using Sphere/Cube Reflection Capture
  • Using Planar Reflection Capture

Section 9 : Objects in Video Games and Real Time rendering

  • Composition of a Model (Vertex, Edges, Polygons...)
  • Exporting/Importing object to and from UE4
  • UVs and Lightmaps
  • Creating Manual Level of Details (LOD)
  • Generating Automatic Level of Details (LOD)
  • Adding Colllision to Models

Section 10 : Programming with Blueprint

  • About Blueprint
  • Configuring a Box Collision (Trigger)
  • Creating a Light
  • Adding an "ON/OFF" button
  • Creating Day/Night cycle (Part.1)
  • Creating Day/Night cycle (Part.2)
  • Configuring Automatic Door Opening

Section 11 : Character and Animations

  • Importation of our Character and its Animations
  • Fix the Animation Issues
  • Creating Locomotion Logic (BlendSpace 1D)
  • Configuring the Animation Blueprint
  • Creating the Blueprint for Controlling our Character
  • Creating Jump Logic (State Machine)
  • Adding a Walk/Run System
  • Configuring a First Person Perspective
  • Adding a Flashlight
  • Setting up an Artificial Intelligence - Following Player
  • Setting up an Artificial Intelligence - Random Patrolling

Section 12 : Heads Up Display (HUD)

  • Hunger System - Adding Variables and Progress Bars
  • Hunger System - System Creation
  • Stamina System - Adding Values and Configuring the Run Logic
  • Stamina System - Bug Fix
  • Getting the Percentage of a Progress Bar in Text Format
  • Pause Menu - Visual Configuration
  • Pause Menu - Menu Display Configuration
  • Pause Menu - Configuration of Main Buttons
  • Pause Menu - Configuration of "Resolutions" Buttons
  • Pause Menu - Configuration of Scalabilities Buttons
  • Creating a Startup Menu

Section 13 : Vehicles

  • 3d Modeler - Placing Attachment Points (Dumies/3ds Max)
  • 3d Modelier - Skinning Configuration (Rig/Skin/3ds Max)
  • Export/Import in UE4
  • Set Camera Rotation
  • Setup Wheels Collisions
  • Setup Wheels
  • Creating the Animation Blueprint
  • Adding Materials
  • Getting in and out of the Vehicle with our Character

Section 14 : Particles

  • Cascade - Creating Rain Material
  • Cascade - Creation of Rain Emitter
  • Cascade - Configuring the Wet Effect
  • Niagara - Creating Snow Material
  • Niagara - Configuring Snow Emitter
  • Niagara - Finish the Snow Emitter and Setup the Snow System
  • Niagara - Setting up the snow accumulation effect

Section 15 : Terrain

  • Creating Landscape
  • Exploring Terrain Mode (Part.1)
  • Exploring Terrain Mode (Part.2)
  • Exploring Manage Tab
  • Creating the Automatic Hierarchy of the Terrain Material
  • Creating our Main Material Function
  • Sorting the Priorities of our Parameters
  • Creating the Rock Layer
  • Creating the other Layers (Grass & Dirt)
  • Creating Layers to Paint our Terrain
  • Improved Layer Transition
  • Adding a Variation Mask
  • Adding Marketplace Packs in a Project
  • Automatic Vegetation Configuration (Landscape Grass Type)
  • Create Holes
  • Import an External Terrain
  • Import Open World Map (World Compositing)
  • Optimize the Open World Landscape
  • Understanding Current Level Logic

Section 16 : Megascans

  • Library Overview
  • Get Free Access and Install Quixel Bridge
  • Download Assets & Download Settings
  • Install the UE4 Plugin and Export to our Projet
  • Comparison Between Native and Self Made in Free Course

Section 17 : Small Scene Creation

  • Setting up our Level
  • Adding Two New Layers
  • Increased Component Textures Limit (Shared: Wrap)
  • Adding Natural Flows Mask to Our Terrain
  • Painting the Terrain in an Organic Way
  • Landscape Grass Type Configuration (Automatic Foliage)
  • Add Alternative Shadow (Contact Shadow)
  • Improve Lighting
  • Procedural Placement - Discovery and First Configuration
  • Procedural Placement - Trees Generation
  • Procedural Placement - Inclusion and Exclusion Layers
  • Procedural Placement - Adding a Second Tree
  • Procedural Placement - Adding Trees in our Secondary Layer
  • Optimization of our Vegetation Management (Bug Version)
  • Drawing Path with Landscape Spline Tool

Section 18 : Decals

  • Creation of the Material Master
  • Improve the Path Sides

Section 19 : Volumetric Fog

  • Introduction to Classic Fog
  • Using Volumetric Fog

Section 20 : Post Process

  • Explore the "Lens" options
  • Explore the Color Grading, LUT & Film options
  • Explore the "Rendering Features" options
  • Discovery of Dynamic Indirect Lighting (Light Propagation Volume)
  • Create your own HDRi (Nvidia Ansel)
  • Final Ajustements

Section 21 : Upcoming Updates

  • Conclusion & Upcoming Updates

Instructors

Michael Gerard
Instructor
Udemy

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