What you would learn in Math Essentials for Tech Art in Unreal Engine course?
This tutorial series covers important math behind game art. It's packed with practical solutions for material nodes and procedural generation (Construction script). I used the most well-known usage cases that I've come across as a Technical Artist Lead within games. After completing the course, it will give you hands-on experience in the industry of games.
Blueprint and Material nodes can be described using famous examples which you're likely to come across during your everyday activities. If you're a programmer, an artist, or a tech-savvy artist who needs an overview, you'll get good advice!
I broke the subjects down into short, 10- to 20-minute tutorials. They're short and full of knowledge and information from over a decade of experience in game development.
Learn how to utilize the dot products within Unreal Materials. You can create a ghost effect using procedural snow layers and artificial directional lighting—an illuminating silhouette.
Learn to mix values as well as blend textures. You can also interpolate the transformation of objects with the lerp.
Make use of sinefor the pulsing of an object, wave masks, and the flickering light emitting an emissive glow. Learn to animate the color of light and material with time by Blueprint.
Rotate UV maps or other 2D vectors using cosine and sine. Use sine to create a blinking glow in Blueprint, which has animated material and the synchronized light color. Learn about the performance cost that sin/cos nodes incur. Do they merit replacement with a smooth step (Hermite) equivalent?
Learn the practical maths of games like Dot Product linear interpolation and 2D rotating, and many more.
You can view each function in two environments: Materials (shader) nodes and Blueprint visual scripting.
Implement the essential techniques for graphic development: Directional Mask by standard advanced interpolation range compression and time-based noise
Everyday examples include procedural snow layer ghost material RGB desaturation and flickering lightbulbs. Sin for UV rotation
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