Procedural generation in games and virtual environments lends itself to the algorithmic generation of infinitely unique computer–created experiences. Its potential lies in its ability to automatically develop digital content on demand, reducing the amount of work required by programmers and modellers. However, a lot of preparation is necessary for such a strategy to be implemented. A thorough understanding of the role that both sides of the game development coin (technical/logic and art/design) plays in procedural generation is key for a successful implementation. In this course, Penny and Mike bring a unique experience to both programmers and artists alike and combine their skills and many years of industry and academic knowledge to bring you a holistic learning experience, in which you will find content and invaluable mastery.
This course uses Unity 2020.3 and Blender 3.0 and is Windows and Mac compatible.
The content is presented in two parts which can be studied in any order, independently or together.
In Part A, Mike will be taking you through a series of stages, starting with blocking out your city with simple placeholders, a critical design step often overlooked. Taking those placeholders we add a little extra detail to start bringing the city to life and map out the road system properly. Once that warm–up is out of the way, Mike will start focusing on thinking in a more modular manner by looking at the fundamental building blocks required to make our assets. Then finally, we will move from placing the pieces manually to placing them automatically, first with Blender’s Modifier Stack and finally completely procedurally using Blender 3.0’s new Geometry Node system.
Specification: Learn to Program & Model Procedural Cities in Unity/Blender
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Price | $14.99 |
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Provider | |
Duration | 16 hours |
Year | 2022 |
Level | Intermediate |
Language | English ... |
Certificate | Yes |
Quizzes | No |
$49.99 $14.99
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