Creating 3D environments in Blender

This course helps you creating wonderful environment scenes, organizing your workflow, and find the right inspiration.
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Instructed by Rob Tuytel Design / 3D & Animation
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  • Lectures 159
  • Length 33.5 hours
  • Skill Level Beginner Level
  • Languages English, captions
  • Includes Lifetime access
    30 day money back guarantee!
    Available on iOS and Android
    Certificate of Completion
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About This Course

Published 12/2015 English Closed captions available

Course Description

A very unique Blender 3D course about the creation of environments, taught by environment artist Rob Tuytel. Through out each of the many lessons you are introduced to the powerful and free Blender 3D program. After becoming familiar with the Blender user interface, students will learn how to create a landscape design from scratch. Additional videos in this series teach students how to apply materials, lights and even advanced node systems to their models. Finally, this series will show students how to make an organization plan and create a very advanced environment scene including buildings and characters.

The final course scene was rated well on Artstation with more than 340 + likes. Find out what makes an artwork special and be part of the developing process.

You will learn:

We start with installing Blender and making some simple objects. We get in touch with the Blender interface and I will show the most used buttons in this course.

We continue with making a fence and add a simple wood texture. You will get in touch with the UV image editor and learn how to apply textures on your model. Then I will explain the material editor and show how nodes work. You will learn how to make a simple shader combination to add moss on the fence. I will also show some other shaders like transparency and translucency.

After these lessons we start with the building process, first making a simple building, but after making some progress we will start creating more advanced buildings, including ornaments.

After completing the buildings, we start with the nature part and I will explain how to make grass, flowers, weed, rocks and trees. We will use 'The Grove 3D' to generate trees. After the nature part we will make a landscape scene and add all the objects including a sand path with water puddles.

After the nature chapter we will focus on atmosphere and lighting, using the point and sun lamp to make a light setup. We will also use an environment map to light the scene. In the end we will use some atmosphere fog to create mist in the scene.

Then it's time to create the final scene, we start from scratch and use a scene map as a reference and make a rough setup. From that point we build the scene and face all the challenges that comes with environment modeling. In the end we do a final review and finalize the scene.

This course is recorded in blender 2.75 and 2.76b. We will use the cycles render engine

What are the requirements?

  • Blender 3D
  • Computer

What am I going to get from this course?

  • Creating stunning unique environments
  • Organize your workflow to make large environment scenes
  • More than 250 unique 2K / 4K textures
  • Lots of medieval reference photos
  • E-book: Old Masters Unveiled ( 250 pages)
  • All scene assets, including buildings, rocks, grass, trees and more
  • 6 Characters to fill up your scene
  • 2 HDR 360 Skies

Who is the target audience?

  • This course is meant for artists who like to grow in their workflow
  • Beginners

What you get with this course?

Not for you? No problem.
30 day money back guarantee.

Forever yours.
Lifetime access.

Learn on the go.
Desktop, iOS and Android.

Get rewarded.
Certificate of completion.


Section 1: Chapter 1 - Before we start

In this lecture we take a closer look what this course is all about. I will introduce all the chapters and the things you will learn in the included lectures


What you need to know before starting this course


We take a closer look at some of the unique techniques the old masters used in their artwork. I compare these paintings with my first creations and show my progression during the past 7 years


Important notes about motivation and inspiration


What you need to know before you start working on your environment scene.

Section 2: Chapter 2 - Introduction to Blender and Setup

Quick introduction what's included in this chapter


Install Blender 3D, quick overview and introduction to the blender viewport


Quick overview how the basic functions in Blender works


We make a simple object to get in touch with some buttons and workflow


Working with modifiers


Working with modifiers part 2


In this lecture we make a fence, your first object.


Creating a Fence part 2, working with texel density


Making a viewport render

4 questions

A couple of question to test your Blender knowledge


Short recap of this chapter

Section 3: Chapter 3 - Materials

Short introduction what we will do in chapter 3


Working with materials, making a simple PBR node tree


Working with materials, making a more advance node tree


Improving the quality of the wood material


Making material node groups for more structured organization


Creating a leave material


Creating a leave material part 2

3 questions

What do you know about materials


Short recap of this chapter

Section 4: Chapter 4 - Create a simple building

Introduction what we will cover in this chapter


We take a reference image and start with the base of the building. We try to find the right metrics before we continue the development.


Before we apply window and door frames, we need to add holes in the building. We use the boolean modifier to cut holes in the mesh.


in this lecture we make a window frame without glass or hatches.


We start adding some textures to make the building more visible.


We apply more textures to the building to get the right mood.


We continue to work on the window frame, focusing on adding the glass and pick a texture that fits the frame.


This lecture will highlight the hatch design.


More focus on texture work, this is recurring part of the visualisation


In this lecture we start with adding some roof ornaments


We continue to work on the ornaments


Now we have an almost completed building, we focus on the extra parts like a chimney.


We do a short review and finetune the textures. This lecture will also explain normal maps and how to apply these on your texture.


In this lecture i will explain how to grab objects from another scene and adding these in another one. We use append and link and i will expain the difference between these two.


Short recap about what we learned in this chapter

Section 5: Chapter 5 - Create advance buildings

Introduction what we will do in this chapter


Same as the small building, but this time it will be more challenging.


Continue with the modeling of the base


We focus on the ornaments on this building. This time we also try to add some texture varriation to make it more unique.


Working on the window frame, this time we speed up the process a bit.


Continue the work on the windows and put them into the holes we created.


In this lecture we add plaster textures on the wall. To archieve a rough looking wall we combine multiple textures.


Apply a texture on the roof


In this lecture we make a door design that fith the looks of this building


Rear and border design, we improve the looks of teh building.


We create a sandstone door design and apply this on the rear of the building.


In this lecture we make another door frame and focus on adding an more advanced chimney


We grab some building parts and put this on a separated layer. This helps to have more controll and use some parts on other buildings. We also learn to group parts and apply names on the materials and objects.


This is an extra video and not optional. I will show how to make a low poly design out of our high poly building.


We work on a different building by changing some part of the previous one. In this video we make a side roof.


Adding more details on the side roof so it will integrate well with the main frame.


We start from scratch for a new design. This one will look more horizontal.


This lecture will focus on a concrete window design.


In this part we will make sandstone borders to put some varriation in the design.


Same borders as the previouse building, but this time for the horizontal building.


Creating a small side roof and make another chimney for the building


Short recap about what we learned in this chapter


** This is bonus/extra lecture content. This is not optional for this course. Please continue with chapter 6 if you like to follow the course program **

In this lecture we start with making a church block model and using a background image to set the right measurements and scaling


We continue to work on the block model and adding more details for a betetr look


We make a rough block model for the side portal and start adding the roof.


Now it's time to add more detail. By adding some window holes we add more depth in the building.


We continue with adding more boolean holes in the tower


We continue with the boolean and adding holes in the side wall.


we also need to have some windows on the rear, we use the same boolean method for adding the holes.


We start UV Unwrap the building and add an arch wall texture


We continue with making an arch for the front portal door. we use the mirror modifier to get this right.


We tweak some textures like borders to improve the looks of the tower.


In this lecture we focus on the top tower by making some holes in the wall.


We continue with the side wall by adding window textures


We also add some window textures on the rear of the building.


The portal is still in block shape, we need to add more depth in it by using the boolean modifier.


By adding a roof border we make a transition between the wall and the roof. we also add a roof texture.


Now it's time for making church pillars, these will be added on the side and front walls


To add some varriation we make some sandstone ornaments.


we continue to improve the pillars by adding more detail


After finishing the pillars we duplicate them and putting them around the church.


the side wall is still a bit empty, we make a border wall to make a nice transition.


Now we focus more on the tower by making some new arch ornaments


We also make some new pillars for some varriation and extra detail.


We fill the holes with some small planks.


small details are key for the final looks. By making some small pinnacles we get closer to the final design.


Now it's time for the extra side portall, we make one from scratch.


We continue to create an extra side portall.


We add and change some final details to finish the church model

Section 6: Chapter 6 - Nature

Short introduction what we will do in this chapter


We go outside and take a closer look at grass in nature


We start with a quick study of a photo showing a grass scene. After that we start with making some grass strands.


In this lecture we join the strands and try to make a realistic looking grass sod. We need to use the blender particle system.


After completing the grass model, we apply a material on it

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Instructor Biography

Rob Tuytel, 3D environment Artist, founder Blenderpedia

My name is Rob Tuytel and I have been a full time Blender user for the last 9 years. I have always loved using my imagination to create 3D art and Blender has been the right tool to help me with this.

Even before I started using Blender, I always loved environments. When I started to create them, I studied art books in order to be able to design these kinds of scenes in Blender.

My 3D artwork is now used in art books, museums, and even appears on nationwide television. I was honored to be asked to create environment scenes for the Blender Institute open movie Tears of Steel. This was a fantastic learning opportunity that allowed me to work with other environment artists. Learning new skills in such a project is one of the best ways artists can bring themselves to a higher level.

Last year I worked on my latest project, The Golden Age VR: The first VR experience in the world with 32 VR arcade machines in a Dutch museum. I have been working together with multiple artists and together we are still working on new challenging projects.

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