
Learn to build modular game environments in Blender by modeling, texturing, and exporting a reusable set of assets for recombination in limitless ways within a spooky industrial interior.
Build a modular environment in Blender by creating, texturing, and recombining modules—straight, end, cross, t, l corner, and curved pieces—to form a seamless dungeon-like interior.
Learn to configure Blender preferences for a game-ready modular environment by resetting to factory defaults, adjusting the control scheme, enabling auto perspective, and saving the settings.
Learn to customize Blender's interface for modeling by creating a dedicated modeling layout, removing the animation timeline, and applying a gradient 3D view in preferences.
Explore Maya style controls in Blender to navigate the 3D viewport and manipulate objects efficiently. Use frame, orbit, pan, and walk navigation with keys and mouse—ideal for modular environments.
Block out a corridor tile in blender by aligning a cube to the ground plane, using incremental snapping and origin to the 3D cursor with dimensions 3 by 4 by 8.
Test a Blender environment piece in Unity by flipping normals, enabling back-face culling, and exporting as SBX, then import to preview from a first-person perspective.
Test a blender export inside unity to verify environment proportions and controls, importing the section as a 3D project with colliders, a first-person controller, and WASD navigation.
Fix keyboard shortcut conflicts in Blender by removing subdivision shortcuts from the Mostel controls in user preferences, letting control 1 open the front orthographic view in edit mode without modifiers.
Refine the straight section by adding a curved ceiling and bottom trim using a low-poly cylinder aligned to the reference cube with wireframe view and vertex snapping.
Build a modular game environment by modeling one half of a curved ceiling, walls, and floor in Blender, then mirror the half to create a full symmetric structure.
Create a floor trim at the wall junction using loop cut, extrude, and vertex snapping, aided by a mirror modifier to efficiently duplicate details across the model.
Refine the section floor in Blender by insetting the face to add margins, enable clipping with the mirror modifier, and extrude the center to create a segmented floor for repetition.
Explore how to model modular game environments in Blender, using extrude and inset tools, snapping, merging, and joining to create environment pieces that fit together seamlessly for versatile level design.
Use Blender to model a low-poly handrail along a wall section, start with an eight-sided cylinder, rotate, resize, snap vertices, and apply an array modifier to duplicate along the corridor.
Duplicate a handrail with the array and mirror modifiers along the hallway, align the origin to the 3D cursor, and create the wall attachment by editing, extruding, and cleaning normals.
In Blender, fix faceted shading by using smooth shading with auto smooth and an angle threshold, then manually mark sharp edges with edge loops for seamless environment pieces.
Duplicate the straight section, move the duplicated object to a new layer, and switch between layers to isolate and cap off a dead-end section in Blender.
Apply the mirror modifier to create a complete mesh, enter edit mode, cap the end with a face, and fix ngons by ensuring faces have three or four sides.
Fix the end section of a modular Blender environment by triangulating faces, creating quads, and rebuilding topology with the knife select tool and remove doubles.
Create a cross section by duplicating a straight piece, rotating it 90 degrees, and aligning to intersect at the center; join the pieces and reset pivot to world center.
Combine separate meshes to create this basic intersection, refine in edit mode with edge loops and vertex snapping, then use the mirror modifier to build the cross-section piece.
Insert edge loops, snap and merge vertices with auto merge editing to open the cross section, delete excess faces to form a pathway, and apply the mirror modifier to complete.
Repair and complete the cross section by filling holes, merging vertices, and aligning edges, then mirror the geometry to produce a four-direction cross section for gameplay environments.
Adapt a straight rail to the cross section by duplicating and rotating pieces, aligning them, and applying array and mirror modifiers in Blender to propagate changes.
Bridge edge loops in Blender with the Loop Tools addon to create curved connections between wall sections, then refine twist, segments, and strength for a matched cross-section in modular environments.
Discover how a modular environment set is built from meshes and joined into a single mesh. Create dead end, straight, cross, t, and corner sections for flexible game environments.
Unwrap and texture modular game environments in Blender using smart UV project to pack islands for texturing. Build a foundation for unwrapping and texture baking as a game artist.
Unwrap modular environment models in Blender to flatten 3d surfaces for texture mapping, enabling brick and concrete textures to wrap across architectural pieces while separating props for individual texturing.
Learn to quickly isolate props from an integrated environment by using Blender’s select linked command (Ctrl+L) to expand selections across connected topology for fast mesh separation.
Use vertex groups to preserve selections and simplify separating meshes in Blender. Assign groups, select by group, and separate or join objects to maintain reliable modular workflows.
Unwrap the environment mesh in Blender, ensure the scale is 1 1 1, and apply it; then use Smart UV Project to generate a UV map in the UV image editor.
Unwrap and optimize a UV map in Blender’s UV editor, using islands, stretch checks, and repositioning to minimize distortion and merge pieces for better real-time game performance.
Learn to build larger UV islands by selecting and stitching roof, wall, and floor pieces in Blender's UV editor, using island selection, edge mode, and the V stitch tool.
Arrange and pack UV islands in Blender to optimize texture space. Learn when to use move and rotate, avoid scaling to maintain consistent pixels, and set margins with pack islands.
Model a door prop in Blender, unwrap its UV maps, and texture it using a rusted door texture from textures.com, while integrating with the environment and prop workflows.
Create and assign a new material to the door, load the door texture, and preview it in the 3d viewport using shadeless and GLSL shading, then adjust UV mapping.
Position the door texture by adjusting UV mapping in the UV image editor, mirror islands along axes, and align vertices for a consistent door texture on the model.
Complete the door modeling by adding edge loops with loop cut and slide, correcting uv mapping with edge slide, then inset and extrude the door and remove the bottom face.
Learn to bake ambient occlusion maps from a 3D environment in Blender, using UV mapping, image textures, and the Cycles renderer to generate and save texture data.
Review uv mapping and texturing the environment, including creating a flat uv layout, applying textures to a 3d model, and ambient occlusion mapping.
Texture modular environments in blender by painting on 3d models in the viewport. Create layered textures with bump mapping and ambient occlusion for unity or unreal.
Prepare blender for texture painting by selecting blender render, enabling GLSL shading in each viewport, and switching to material view while unwrapping the mesh and applying the ambient occlusion map.
Learn to paint textures in Blender using texture paint mode, create a diffuse base layer, and set up a shadeless material for painting.
Learn to paint a diffuse texture in Blender, either directly on the 3D model or in the image editor, using brush tools, radius and strength, and pen tablet pressure sensitivity.
Paint textures directly onto a 3d model in the viewport using texture paint tools, brush options, color, radius, strength, and pen pressure, selecting the correct diffuse base texture slot.
Learn to paint environment textures in Blender by loading seamless wall and floor textures and painting their pixels onto a model in texture paint mode.
Learn to control texture painting in Blender by using the stencil brush, face selection masking, and stencil mapping to apply textures only to selected faces and align pixels precisely.
Explore configuring stencil brush controls to project textures onto a 3d model, compare Blender and Mostel control schemes, and customize translation and scale shortcuts for efficient viewport painting.
Learn to paint wall textures in Blender using the stencil brush, with vertex groups to isolate walls, texture paint mode for seamless tiling across a corridor.
Paint the floor's diffuse base texture in Blender, adjust color to match walls, and use stencil, tiling, and clone tools to patch seams and add trim in layered painting.
Flatten multi-layer textures in Blender into a single diffuse texture for a modular environment. Bake ambient occlusion and details into that texture, then export for Unity or Unreal Engine.
Layer ambient occlusion onto the diffuse base texture in Blender using texture painting, blend modes like overlay, and non-destructive detail layers to enrich a martian environment.
Learn to model, unwrap, and texture modular game environments in Blender, prepare meshes for real-time engines, and import them into Unity for expansive level design.
Export the modular Blender environment and import it into a game engine, then paint a normal map for bump mapping to add surface detail without extra polygons, previewing with lighting.
Learn to create a new bump mapping slot in Blender using text paint mode, then paint normal maps with grayscale brushes and jitter to add wall detail.
Learn how to create and convert bump maps into normal maps in Blender, bake details into a normal map, and export for game engines like Unity and Unreal.
Duplicate a straight modular piece, bend it into a 90-degree curved corner, and adjust the UV mapping to maintain a seamless wrap while preserving the original segment.
Blender: add edge loops with loop cut and slide to create a bendable section. Use a bend origin empty rotated 90 degrees to align the bend and texture.
Isolate and export each modular environment piece in Blender as SBX files, fix origins and transforms, and prepare for import into Unreal Engine or Unity.
Set up a Unity 5 project, import the characters package and effects package, then bring Blender SBX textures and meshes into Unity, enable colliders and generate light maps, and re-import.
Import meshes into Unity, assign diffuse textures, and adjust albedo, specular, and smoothness to achieve realistic surfaces; reimport meshes to refresh previews and organize materials at the root assets folder.
Construct a game level from modular environment pieces by placing cross sections and straight sections, using vertex snapping and precise rotations to align pieces, and previewing with lighting turned off.
Organize a level by creating a root game object and an environment group, then parent all environment pieces under them to keep the level manageable and enable static, internal optimizations.
Create base ambient lighting for the environment using a procedural sky box, adjust atmosphere and tint, then add a directional light as moonlight and auto build lighting.
Create glow with a separate lamp mesh by applying a glow material, add red and green point lights, and reuse with prefabs while preparing light mapping for improved scene illumination.
Bake lighting in Unity by generating light maps to replace real-time lighting and boost runtime performance. Enable mesh lightmap generation, set lights to baked, and build textures with ambient occlusion.
Add first person controls to your level and enhance visuals with image effects such as blue optimized, anti-aliasing, noise, vignette, and chromatic aberration for modular environments in games.
In this course intended for intermediate viewers, instructor Alan Thorn explores how to build low-poly environment assets in a dark industrial theme. These meshes fit together seamlessly, like building blocks, for creating expansive and versatile level design in games. Use Blender to model, unwrap, texture-paint, and optimize assets, exporting them to a real-time game engine. Over five, massive chapters you’ll examine:
1). Polygonal modelling techniques for building complex shapes and designs
2). NGons and topology optimization for enhancing and refining your meshes
3). Smooth shading and UV Seams for creating good looking meshes and texture designs
4). Texture unwrapping and UV layouts, as well as texture baking and painting for developing a smooth and intuitive workflow
5). Model exporting for game engines, to help bring your models to life inside a real-time game engine
By the end of this course, you’ll have a solid foundation for easily building low-poly, modular game assets that can be used and re-used to create potentially limitless level designs.
More about the Instructor:
Alan Thorn is a game developer, author and educator with 15 years industry experience. He makes games for PC desktop, Mobile and VR. He founded 'Wax Lyrical Games' and created the award-winning game 'Baron Wittard: Nemesis of Ragnarok', working as designer, programmer and artist. He has written sixteen technical books on game development and presented ten video training courses, covering game-play programming, Unity development, and 3D modelling. He has worked in game development education as a visiting lecturer for the 'National Film and Television School', as a Lead Teacher for 'Uppingham School', and is currently a Senior Lecturer at 'Teesside University' where he helps students develop the skills needed for their ideal role in the games industry.