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Syllabus

Master in Technical Art and VFX for video games

This area focuses on understanding the artistic and VFX requirements of the project, understanding the art direction, narrowing down the style of 3D assets, lighting and visual effects. The cosmetics of the project will be identified to plan and document the pre-production, ensuring that the artistic direction of the project is achieved with excellence through the support of technical art and VFX.

Pre-production and artistic requirementsDefine and identify the project brief
Understand the objective art direction
Narrow down the style of the desired 3D, lighting and VFX assets
Work plan and pre-production
Technical Requirements to Achieve Technical Art Goals
Coordinate with art direction to pre-produce the Assets of a 3D environment for video gamesResearch, references and inspiration
Planning and documentation for 3D pre-production
Balancing and balancing the composition of assets
Technical Requirements to Achieve Technical Art Goals
Coordinate with technical management to pre-produce the VFX of a 3D environment for video gamesResearch, references and inspiration
Planning and documentation for VFX pre-production
Balancing and Balancing Visual Effects Composition
Technical Requirements to Achieve Technical Art Goals
Defining the project workflow between artists and programmers
Blocking Out and ValidationDefinition of beauty corner
Building the first mockups and block outs
Proofs of concept and validation of ideas in pre-production

This block focuses on advanced techniques for the creation of 3D assets, highlighting the organization of projects and the optimization of assets with Blender. The importance of a robust naming system and efficiency in modular modeling is highlighted, preparing to face challenges in video game development with a practical focus on efficiency and detail in asset creation.

Initial ConceptsHow to organize our projects
The importance of having a robust and scalable naming system
Teamwork, good practices and how teams work in the workplace
3D modeling (blender)Review of techniques and basic concepts
Advanced modeling, hard surface and custom normals concepts
Modular ModelingPlanning of modular model sets
Basemesh, high poly, low poly and retopologyPipeline 1: High and low poly modeling in Blender
Pipeline 2: Basemesh and low-poly in Blender, high-poly in ZBrush
Pipeline 3: High-poly in ZBrush and retopology in Blender
3D model optimization techniques
Importance of Texel Density
Smoothing Groups
Configure Material ID’s
Scale, Pivot point, UV’s lightmap and things to keep in mind when exporting
Creating UV’s in Blender
Baking in Substance Painter: theory, methods, cage or cage baking, and setup
See the other programs Maya and Max as secondary
Blender for DevelopersIntro to Blender
Geometry Nodes
Extending Blender with Python

This block focuses on advanced texturing fundamentals and techniques, primarily using Substance Painter and Designer for 3D asset development. They range from the principles of PBR to the creation of detailed materials and textures, including procedural texturing methods. The packaging of texture channels and optimization for game engines is highlighted, preparing to apply realistic and efficient texturing techniques in the context of video game production.

Fundamentals Texturing with Substance PainterIntroduction to the PBR what it is and how it works
2 workflows: Metallic – Roughness / Specular – Glossines
Albedo, roughness and reflection maps
Normal, detail normal, and displacement
Opacity, Emissive and Subsurface Scattering
Theory of Procedural Texturing Methods and Their Link to Substance Painter and Designer
Methods: Unique textures, Trims, Tiling and Tiling + Decals
Texture channels packing
Advanced Texturing with SubstanceDefining Materials and Searching for References
Introduction to Substance Painter
Material layout and project organization
Add channels like Emissive or Opacity and work with them.
Create materials from 0
Create materials using existing resources
Stamps, Alphas, Brushes and Particles
Creating Masks
Smart materials, Mask generator, Filters and Anchor points
“Modeling” by textures
Grunge and Wear & Tear
Finishing touches and error checking of PBR values
How to Submit a Textured Portfolio Model
Creating Tilable Textures in Painter or Designer
Fundamentals of Materials with Game Engines (EU and Unity)Basic Rendering ConceptsDraw Call
Rendering pipeline
Shaders
PBR Rendering and PBR GuideTexture packing
Editorial MaterialMaterial Domain
Blend Mode
Shading Model
Basic operations
Material Master and Material Instance Workflow
Basic PBR Master Material (EU)
Advanced materials and shading techniques with UEConstants and ParametersTextures
Uvs
Scalar
Vectors
Switches
Basic OperationsAdd
Multiply
Exp
One Minus
Min-Max
Saturate
Lerp
Blending ModesOpaque
Masked
Translucent
Blending TechniquesTexture Masks
Vertex Color
Mask blending
Height Based Blending
Precomputed AO Mask
UV based Masks
Position based Masks
Normal based Masks
Time-based Masks
Basic GPU animationsTime operations
UV Panning
Vertex Animations
Advanced shading techniquesTessellation
Parallax Occlusion Mapping
Skeletal Mesh animations a Vertex Anims
Water Shading and Gerstner Waves
Workflows with Layered MaterialLayer and Layer Blends
Data Forwarding
Material Baking
Advanced materials and shading techniques with UnityShader BasicsHigh Level Shading Language (HLSL)
Vertex/Fragment Shaders
Data Buffer
Coordinate space
Loops
Shaders with LightingLighting
Reflection
Surface shaders
Picture Effect ShadersImage effects with Render textures
Filters and effects with Post processing stack
TechniquesColor Management
UV Management
Vertex Management
Management of normal
Drawing techniques
Picture effects
Shaders with nodesShader Graph VS Amplify Shader Editor
Culling and Shading optimization
URP vs HDRP good practices

This block explores the workflow with Unreal Engine and Unity, offering a practical guide for integrating assets, creating materials, and assembling environments. Emphasis is placed on the structure of the project, optimization of lighting and textures for both engines, preparing for efficient development the creation of striking visual experiences, ensuring compatibility and taking advantage of the unique capabilities of each engine.

Blocking Levels and ToolsBasic Level Operations
Blocking Tools
Sub-Level Workflow
Open World LevelsStreaming Grid
Data Layers
Level Instances
Static Meshes (UE) and Game Objects / Components (Unity)MeshesBasic structure: Vertex, Edges & Tris
UV Mapping theory and basics
Quick view of how 3D is created by artists
Import
Configure Nanite(EU)
Configure LOD (without Nanite)
Collisions
Textures
Basic Texturing PrinciplesData Structure and Pixel Depth
Compirmir textures by Authoring Tools
Quick view of how textures are created by artists
Texture Compression settings
Mip Map generation
Virtual Texturing
Skeletal MeshesWhat is a skeletal mesh?Skeleton and skinning concepts
Quick view of how the Skeletal Meshes are created by the Skeletal Meshes
Import and assets related to skeletal mesh
LOD Config
AnimationsWhat are the animations like?Quick view of animations created by artists
Animation Sequences (EU)
Blend Spaces (EU)
Animation Blueprints (EU)
Animation Clips (Unity)
Blend Trees (Unity)
Mencanim & Animation Controllers (Unity)
Version control system

This block covers programming in Unreal Engine and Unity, focusing on Blueprints and C++ for UE, and C# for Unity. Basic concepts of programming, data structures, Boolean logic, and scripting for tool creation, animation control, and gameplay are explored. We work to understand the logic of the game, interactions, optimize performance, emphasizing efficient practices and collaboration with other technical profiles.

BlueprintsQuick Basics Review with BlueprintsBlueprint Life cycle
Types and Variables
Functions
Boolean logic
Branches
Sequences
Collections & Iterators
Basic features
C++ in UnrealUE setup for working in C++
Introduction to C++ (Review and Fundamentals)
Game Framework and C++ (Review and Fundamentals)
Unreal Editor Tools with PythonIntroduction to Python Programming
Python within Unreal Engine
Editor Utility Widgets
Customizing Menus in Unreal Editor
Asset Validation
High-level programming with CSharp (Unity)Monobehaviour
Script planning
Unity Runtime
Events and methods
Efficient features
Creating tools with CSharp (Unity)Creating custom checkers and windows
Tool Structure and Style
Persistent information management of the tools
Tool Design
Tool Prototyping
Tool development
Tool Testing & Packaging
Post Processing Materials

This block delves into advanced workflows for characters and animations in game engines, addressing cloth & physics, control rig, and blending techniques for animations. Methods for the creation of control rigs, use of dynamics, and the integration of animations with gameplay, as well as optimizing performance with Nanite and Metahuman in UE, and hair workflow techniques are taught. The implementation of complex characters and animations is worked on, improving interactivity and realism.

Advanced Character Workflows in Unreal Engine & UnityClothing and Physicals
Control Rig / MecanimHow to Build a Control Rig
Uses in runtime
Dynamics con control rig
Animation BlendingAnimation Blueprints and State Machines (EU)
Animation Events (Unity)
Animation Notifies (EU)
Blend Trees (Unity)
Blend Spaces and Aim Offsets (EU)
Animation Montages (EU)
Animation Layers (Unity)
Animation Sync
Dynamic IK Feet placement
Nanite Workflow Applied to Skeletal Mesh (UE)
MetaHuman Workflows (EU)
Workflows with Hair using Blender
Real-time VFX in Unreal Engine & UnityNiagara Particle Systems (EU)
VFX Shading Techniques (EU)
FluidNinja (EU)
Embergen (EU)
Third Party Plugins for Fluid Simulation (Unity)
Shader Graph Techniques (Unity)
Shuriken (Unity)
Unity VFX Graph and Third Party Plugins to simulate Smoke and Fire (Unity)

This block addresses lighting techniques in Unreal Engine and Unity, focusing on types of lights, global illumination, shadows, and HDR. Methods for integrating lighting with art and design are explored, using dynamic lighting and ray tracing practices in Unreal, and RGI and Reflection Probes in Unity. The optimization of lights and multidisciplinary collaboration to achieve lighting objectives is highlighted, preparing to implement realistic and efficient lighting systems.

Lighting integration with UE & UnityTypes of lights
Global Illumination
Shadows
HDR
RGI (Unity)
Reflection Probes (Unity)
Post-Processing Stack (Unity)
Dynamic Lighting (Unreal)
Cascadeed Shadow Maps (Unreal)
Ray Tracing (Unreal)
Backed vs Real time Lighting
Lighting optimization
Lighting cycles
Ambient Occlusion
Collaborate with Artists and Designers to achieve lighting goals

This block focuses on optimization and integration strategies for Unreal Engine and Unity, highlighting the importance of an organized and scalable project structure. It addresses the quality control of the technical visual pre-production of the project, critical evaluation of the artistic objectives achieved, listing of assets, and polishing actions. Specific integration techniques for Unity3D and Unreal Engine are taught, including model import, material creation, and lighting configuration, ensuring maximum efficiency and visual quality.

Introduction to Game EnginesWhat is a Game Engine, see differences between UE4 and Unity
Plan the project structure so that it is always organized and scalable.
Pre-production of environmentsAnalysis of concept art / Creation of a reference table
List of assets
Time estimation
Pre-Task Breakdown and Planning
Concepts of direct and indirect lighting, reflections and lightmaps
Collision concepts in both game engines
Terrain and vegetation systems in both game engines
Integration into Unity3DInterface and getting started in Unity3D
Project structure
Importing Models from Blender
Import of animated models.
Introduction to Animator and Timeline
Material creation and configuration
Creating and managing prefabs
Placing objects, creating environments
Particles, decals and cookies
Lighting Bases and Post-FX
Optimisation
Unreal Engine IntegrationCreate the project structure, project management in the Content Browser, redirectors and things to keep in mind.
Importing Models and Textures
Material Creation: Nodes, Parameters, Master, and Instance materials
Complete configuration of a static mesh
Creating Actor Blueprints and Basic Practical Functionality
Levels and Outliner System
Setting up the environment, techniques, tricks and good habits
Basic lighting
Integrate a “Game mode” to test the environment
Polish of the environment using particle and decals systems
Optimization and scalability
Ultimate lighting with ambient effects and reflection capture
Post-process
Kinematic camera system
Sequencer and creation of a Flythrough and HD captures of the environment for the portfolio
Exporting assets (Input & Output pipelines)Exporting Assets
Profiling with UE and UnityProfiling Techniques
Optimization & Best PracticesLighting
Static Meshes
Texturing
Skeletal Meshes
How to Document and Teach a Team of Artists
Build building

This block explores the procedural generation of content in Unreal Engine and Unity, ranging from 3D modeling to texturing and real-time visual effects. Advanced techniques are taught using tools such as Houdini for the creation of dynamic assets and environments, as well as the integration of particle systems and fluid simulations. It is prepared to implement efficient methods of procedural generation that enhance creativity and variety in video game projects.

Procedural generation techniques with UEIntroduction to Unreal Engine Modeling Tools
Custom Blueprints for Procedural Content Generation
Geometry Nodes within Unreal Engine (AlterMesh)
Procedural Generation Techniques with UnityProbuilder
Shader Graph
Terrain and maps
Procedural Texturing with Substance DesignerFundamentals of Substance Designer and Procedural TexturingIntroduction to Substance Designer: Basic Interface and Tools
Principles of Procedural Texturing
Creating Basic Materials
Using Nodes and Basic Functions
Advanced Techniques in Substance DesignerGeneration of Complex Textures
Automation and Advanced Features
Asset Optimization for Video Games
Integrating Textures into Unreal EngineExporting and Preparing Textures for Unreal
Creating Materials in Unreal Engine
Automation with Substance Plugin
Texture Optimization for Unreal
Integrating Textures into UnityExporting and Preparing Textures for Unity
Creating Materials in Unity
Automation with Substance Plugin
Optimization Strategies in Unity
Procedural 3D modeling with HoudiniIntroduction to Houdini: Interface and NavigationPrinciples of Procedural Modeling
Basic Nodes for Procedural Modeling
Creating a Simple Procedural Asset
Creating a Simple Procedural AssetUsing VEX for Procedural Modeling
Generation of Procedural Land
Architectural Structure Modeling
Asset Optimization for Video Games
Integration with Unreal EnginePreparation of Procedural Assets for Export
Using Houdini Engine in Unreal
Import Process Automation
Creating Dynamic Parameters in Unreal
Unity integrationExporting Assets from Houdini to Unity
Using Houdini Engine in Unity
Scripts for Controlling Procedural Assets in Unity
Optimizing Procedural Assets for Unity
Realtime VFX with HoudiniIntroduction to VFX in HoudiniPrinciples of Physical Simulations for VFX
Creating Basic Particle Effects
Integration of Simulations with Shaders
Creating Advanced EffectsProcedural Fire and Smoke
Effects of Water and Liquids
Real-Time Destruction Simulation
Climate and Environmental Effects
VFX integration into Unreal EngineExporting Houdini Simulations to Unreal
Niagara’s Use of Houdini Data
Creating Blueprints to Control VFX
VFX Optimization for Realtime in Unreal
VFX integration in UnityPreparation and Export of VFX from Houdini to Unity
Integration with the Unity Particle System
Scripts for Real-Time VFX Manipulation
VFX Optimization Strategies for Unity

During this block, the final project of the course is completed by the preparation of the final composition. This stage marks the end of the Master’s degree, where the preparation of the reel and the implementation of post-production effects are emphasized, thus integrating all the skills acquired throughout the program.

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