
Learn the secret language artists use to build beautiful Unreal Engine 5 environments. Master lighting design, color harmony, contrast, and shapes across painting, sculpting, 3D game environments, and film.
Learn to navigate the Unreal Engine 5 viewport, orbit and focus objects, adjust camera speed, and create a level with skylight, directional light, sky atmosphere, volumetric clouds, and height fog.
Place actors in your Unreal Engine 5 scene, use the move gizmo to set location, rotation, and scale with snapping in centimeters, and import a third-person character to test.
Block out your environment to establish the composition in Unreal Engine 5. Use modeling tools, box primitives, and bookmarks to frame shots and guide early scene layout.
Create dynamic game environments in Unreal Engine 5 by shaping blocks, adjusting lighting, and exploring negative space to craft compelling compositions.
Learn to import assets in Unreal Engine 5.6, using FAB to access Quixel assets, filter 3D files, enable Nanite, and organize assets for rapid environment creation.
Block out the environment using Megascans rocks and static meshes, duplicating and rotating them for a convincing silhouette. Remove snapping, adjust scale, and save iterations with ctrl+2 as you refine.
Scale and place side rocks to break repetition, using non-uniform scaling and a 1.7 magic number for subtle variation, while adding light blockers and multiple static meshes to block light.
Create a local rock collection, place large rocks first to shape the pillar’s silhouette, then add smaller pieces with rotation and scale for natural chaos and light blocking.
Place and duplicate meshes to shape the cave roof in Unreal Engine 5, using world and local coordinates, adjust the silhouette, and block light before color and ground work.
Duplicate modular ground meshes to build a cohesive floor blockout in Unreal Engine 5, adjusting position, rotation, and mirrors while planning collision and finalizing seams.
Place and arrange 360-degree meshes to shape ground forms and lighting in unreal engine 5, duplicating and scaling assets, blocking light, and preparing areas for future detail.
Finalize removing the blockout by refining the scene composition, mirroring meshes for a detailed rock layout, closing gaps, and then begin improving color harmony and adding details.
Explore color harmony for rock scenes by unifying base colors through desaturation, tint adjustments, and controlled saturation and brightness. Preview cohesive materials using unlit mode and base color visualization.
Learn to add moss texture via a slope mask in Unreal Engine 5, adjust slope angle, falloff, and contrast, and apply the final color and alpha mask to meshes.
Blend base and slope materials in Unreal Engine 5 using a slope mask, a make material attributes setup, and a layer blend, then refine tiling, tilt, and falloff.
Enhance slope material tiling by using texture coordinates and a slope tiling parameter, then propagate it through the material base and attributes to all meshes.
Create a master material with a static switch parameter named uses slope material, default true, to toggle between the slope material and the previous material.
Create a wood asset kit for the cave environment by duplicating assets, applying slope materials, adjusting moss variants, and arranging rotated, scaled wood for organic patterns.
apply horizontal wood planks from the floor kit, rotate and duplicate them to blend with human-made elements, avoid repetition, and use varying directions and Megascans assets to create believability.
Rotate pieces to form a vertical wood kit, add support beams, and later place ropes; merge into a static mesh and save as pack level actors for reuse.
Create vertical wood elements with the label instance blueprint, duplicating and rotating assets to form a connected silhouette. Pack label actor and update all instances using level instance blueprint.
Expand Unreal Engine 5 environments by adding extra wood elements from existing kits, rotating, scaling, and repositioning for varied silhouettes and cohesive visual language.
Place broom creepers and other plant assets to blend the ground and top surfaces, then rotate, copy, and vary sizes to shape the silhouette in Unreal Engine 5.
Add plants into the silhouette and shapes, blending with ground moss to create essential transitions, and reinforce a foundation of composition, lights and shadow, color theory.
Use Quixel foliage to paint varied plants—palms and red accents—to add volume, then adjust brush size, intensity, and scale to blend and guide the player.
Paint big, medium, and small plants to build a layered landscape in Unreal Engine, adjusting brush size and offset and aligning to normals for variation and color contrast.
Balance greens with a touch of red in foliage, paint selectively on flowers and scene highlights, and preview with shaders to see how color balance improves the environment.
Storytelling elevates the environment by adding a wooden boat, water, and subtle man-made details to the cave scene, using assets, water material, and careful composition and lighting.
Tune lighting in Unreal Engine 5 by adjusting directional light exposure, light shaft occlusion and bloom, then apply a post-process volume for consistent exposure across the scene.
Adjust lighting and post-process settings to tint the sky and shadows in Unreal Engine 5, balancing directional light intensity, color tint, and skylight blue tones.
Explore post-process settings in Unreal Engine 5, tuning temperature, tint, saturation, gamma, contrast, shadows and highlights, and applying bloom and film grain for cinematic atmospheres.
Master depth of field in Unreal Engine 5.6 by adjusting focal distance and sensor to control foreground and background blur, refining bloom and chromatic aberration for a warm atmosphere.
Explore artificial lighting beyond Unreal's defaults to create dynamic shadows by adjusting the directional light, placing additional lights, tinting them, and controlling intensity and radius.
Enable volumetric fog in Unreal Engine 5, and adjust density, falloff, scattering color, and albedo. Tweak post process and emissive settings to achieve a blended atmospheric look.
Fix interior lighting by using two-sided materials and a mesh, adjust directional and spotlight settings with inverse falloff, and fine-tune post-processing (exposure, gamma, saturation, and skylight) to reduce light bleeding.
Modify the wood mesh by adding ropes and other assets to create logical connections and color balance, then adjust placement, scale, and rotation before saving and previewing the map.
Balance the scene color by adjusting saturation and brightness in a material instance, then apply Megascans decals to introduce red accents that harmonize greens and the overall mood.
Position the foreground, middle ground, and background to create an expansive horizon and believable silhouette using terrain and trees, then refine with color theory, composition, and set dressing.
In this Environment Creation Course you will learn the techniques behind AAA level creation for games using Unreal Engine 5. We will create an environment from scratch and step by step we will build a game ready environment.
Many people think that level creation is just drag and dropping assets. This is why many people end up with environments that don't look good and they don't know why. After this course you will know what makes an environment look good and how you can apply the same formula to every environment you create in the future.
This course is different from other environment creation courses where instead of showing you how to do something I show you the why and the fundamentals behind art theory so you can learn a new skill set and apply that to any type of environment you wish to create be it in games, movies or any other form of visual art.
By the end of this course you will understand the art foundation that is behind the environment creation process and leave with a skill set that will help you along your whole career as a 3D artist.
We will create an environment in Unreal Engine 5 from scratch using free available assets to illustrate the process of creating a level in UE5. You will start by creating the blockout applying design principles and understanding how to make a good composition and how lightning the environment will affect the design from very early on.
From there you will slowly start decorating the environment and apply different principles in art like color harmony, color balance, lightning, design principles and many more fundamentals.