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Unreal Engine 5.8 – Complete Environment & Metahuman Course

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本课程是专为具备基础知识的开发者打造的 Unreal Engine 5.8 实验性新特性实战指南,由资深环境艺术家倾囊相授。内容紧跟行业前沿,不仅深度解锁了从 Custom Mesh to MetaHuman 转换、角色重定向到 Live Link Face iPhone 实时面部动捕的完整数字人工作流,还全面教学了最新的 Mesh Terrain Tool。在场景构建上,课程独家引入了《巫师 4》同款的 Nanite Voxelization(体素化) 技术来极限优化自定义树木,并结合骨骼驱动风场、PCG(程序化内容生成)图表自建、以及全新的 PCG Spline(样条线) 工具,实现道路、悬崖、湖泊等复杂地貌与植被的智能生态散布与无缝过渡,最终配合电影级室外灯光与大气氛围营造,带你从零攻克下一代实时数字人与超写实自然环境的开发全流程。


Published 6/2026
Created by Jan Benkwtiz
MP4 | Video: h264, 1920×1080 | Audio: AAC, 44.1 KHz, 2 Ch
Level: Beginner | Genre: eLearning | Language: English | Duration: 19 Lectures ( 3h 54m ) | Size: 7.5 GB

Master custom Metahumans with Animation, Mesh Terrain Tool, Procedural Vegetation Editor, PCG and PCG Splines

What you’ll learn
⚡ Learn the new Custom Mesh to Metahuman Feature
⚡ Use your own Metahuman as your Third Person Character
⚡ Set up Live Link Face for realtime face animation with your iPhone
⚡ Learn the new Mesh Terrain Tool
⚡ Use your own trees in the Procedural Vegetation Editor
⚡ Paint your own trees as Actor Foliage with bone driven wind animation
⚡ Use Nanite Voxelization on your trees for extreme performance
⚡ Create your own PCG Graph to scatter Grass, Bushes, Rocks, Tree Logs, Mushrooms etc.
⚡ Add Roads, Lakes etc. to your PCG Graph procedurally
⚡ How to use the new PCG Spline Tool for Roads, Cliffs and Lake scatter transitions
⚡ Cinematic exterior lighting with Exponential Height Fog, HDRI Backdrop, Post Process Volume and Directional Light

Requirements
❗ Basic knowledge in Unreal Engine as a Beginner

Description
Master Unreal Engine 5.8’s most powerful new features with me. I am an experienced Unreal Engine Artist and using Unreal Engine as an Indie Game Dev and Environment Artist for many years now. I went extra deep into the experimental Version of 5.8 to find out all the useful and necessary features. Please keep in mind, that 5.8 is still experimental and a lot of things will be updated by Unreal Engine.

This course is your complete guide to building stunning real-time environments and cinematic characters from scratch.

We start with the full MetaHuman workflow – custom mesh import, joint rig setup, Live Link Face integration for facial animation, and animating your MetaHuman as a fully playable third person character.

Next we explore the new Mesh Terrain Tool before diving deep into the Procedural Vegetation Editor. You’ll use the same Nanite voxelization technique seen in The Witcher 4 to create your own spruce trees, convert them into Actor Foliage and paint them independently from your PCG system for maximum control.

Speaking of PCG – we build a complete PCG graph from scratch with endless scatter freedom. Foliage, stones, mushrooms, leaves, dead branches and tree logs – all procedurally placed with full control over density, scale, rotation, noise and falloff distances. Roads are cut out procedurally and PCG performance features are enabled throughout. The PCG Spline Tool adds a third scatter method for natural transitions along roads.

We finish with a full cinematic Nordic environment project – atmospheric exterior lighting, cinematic composition and advanced performance tips to bring everything together.

This is UE5.8 at its most powerful. Let’s get into it.

Who this course is for
⭐ Game Developers
⭐ Film Makers
⭐ Environment Artists learning the new 5.8 Tools in Unreal Engine
⭐ Character Artists who want to learn the new Metahuman Creator in 5.8

Password/解压密码www.tbtos.com

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