Chapter 1 - Introduction to Twinmotion for creating the fast output
- Importing CAD agnostic files and arranging the data in outliner
- Applying PBR materials using Quixel Megascans
- Using Animated Characters and Objects to quickly fill up non-CAD scene information
- Create breath-taking landscape and foliage in a matter of minutes
- Lighting
- Rendering output for Images or Video, Phase wise build-up and more
Chapter 2 - First Project in Unreal Engine
- Creating a new Project
- Project Templates
- Project Settings (Simple & Advanced)
- Saving a project
- Understand the Level Editor interface
- Menu bar, Level Editor toolbar, Modes panel, Content Browser panel, Viewport panel, World Outliner panel, Details panel
- Navigate a Level in the Viewport
- Playtest a Level
Chapter 3 - Anatomy of a Project
- Understanding Project File structure
Chapter 4 - Static Meshes
- Importing, Naming conventions, Assigning materials, checking UV orientation
Chapter 5 - Working with Assets
- Importing Twinmotion project into Unreal Engine
- Importing assets using Datasmith and Visual Dataprep system
- Assets created in Unreal Engine
- Migrating Assets
Chapter 6 - Coordinates, Transform, Units and Organization
- Understanding Cartesian Coordinates and Pivot points
- Manual & Interactive Move, Scale, Rotate for World and Local system
- Grid units and snapping
- World Outliner \ Layers
- Modelling Tools for quick edits
Chapter 7 - Materials
- Creating materials
- Material Editor Interface
- Texture Editor
- Using PBR materials using Quixel Megascans
- Creating Material Parameters
- Creating Material Parameter Collections
Chapter 8 - Lights
- Terminologies
- Types of Light
- Light properties
- Mobility settings
- Building Light
- HDRI Backdrop
Chapter 9 - World Settings
- Default and new levels
- Exponential Height Fog Actor, Post Process Volume, Sun Sky Settings, Environment Light Mixer
- Reflection Capture Actors
- Lightmass Importance Volume, Volumetric Lightmaps
- Project Settings (Maps & Modes)
- Ray Tracing
Chapter 10 - Landscape
- Landscape tools
- Landscape materials
- Painting Foliage
- Import Geospatial Data
Chapter 11 -Working with Physics
- Project Physics Settings
- Physics terms, Actors, Assets
- Collision settings
Chapter 12 - Particles
- Particle system Asset
- Emitter actor
- Niagara Editor interface
- Particle Distribution
- Materials for Particles
Chapter 13 - Audio
- Import Sound files
- Sound Actor
- Sound Cues
- Audio Volumes and reverb assets
Chapter 14 - Sequencer
- Creating Level Sequencer
- Sequencer Editor Interface
- Assets and Actors
- Navigating the Tracks
- Animating Camera
Chapter 15 - Understanding basics of Level Blueprint & Class Blueprint to achieve the following
- Creating Level
- Turn lights on / off or manage their brightness
- Change a material of an object
- Have audio effects to go along
- Display text information on specific objects if in the line of gaze
- Open doors
- Draw or set curtains
- Sun control
- Control Wind driven Landscape / Foliage
- Sequencer
- Sequencer Editor Interface
- Assets and Actors
- Navigating the Tracks
- Animating Camera
Chapter 16 - UMG
- Editor Utility Widget
- Designer palette
- Related Event Graph
Chapter 17 - Deployment
- Configure Output for Windows
- Performance Optimisation
- Use a configurator