
Learn to build a full game environment from scratch using Blender, Substance Designer, and Unreal Engine 4, including modular assets, UV unwraps, baking high/low poly, moss shaders, and lighting.
Review references to guide modular asset planning for a Blender-based ancient ruins 3D environment. Create a block-out with low-poly stones, then sculpt, unwrap, and prepare materials, with a foliage bonus.
Learn how to install and configure Blender plug-ins to streamline navigation, customize shortcuts, and use tools like STools for quick vertex merging and pivot control during block-outs.
Identify modular pieces and establish a human-scale reference in blender using a cube, then block out stairs with low-poly walls, bevels, and iterative duplication for realism.
Create pillar blockout in Blender by organizing parts into collections, adjusting pivots and scales, beveling and sculpting bases and tops, and applying tiled normal maps for Unreal.
Block out ancient ruins walls in blender, including a doorway and windows. Learn beveling and archway techniques to build a modular wall system.
Create wall blockouts in Blender by extruding along normals, merging vertices to center, and deleting unnecessary faces, then prepare for sculpting and later brick detailing.
Create modular stone blocks and wall blockouts in Blender by building floor pieces, sculpting and duplicating bricks, aligning edges, and preparing textures and unwrapping.
Create the remaining blockouts for the ancient ruins environment in Blender using cylinders and modular pieces, apply normals and bevels, and prepare high-poly iterations for export to gbush.
Refine the remaining blockouts in Blender by placing loop cuts, merging vertices, and fixing floating vertices to ensure smooth shading in a high-poly ruins environment.
Refine the remaining blockouts by removing stray faces, correcting edges, and adding loops to eliminate hidden geometry. Prepare and export clean geometry for sculpting in blush.
Sculpt a stair piece in Blender by prepping the poly mesh, importing a model, and applying dynamic sculpting with bevel and subdivision. Master interface basics and brush workflow.
Master sculpting ancient ruin stair stones in Blender by using brushes, move and push tools, masking, subdividing, painting sides, and preserving low geometry while duplicating molds.
Sculpt and refine the stair piece by adding chips, subtle damage, and smooth borders around corners, then use subdivision and dynamic painting to prepare the pillar in the next chapter.
Sculpt pillar details in blender using subdivision, bevels, and smoothness for a quick workflow; add damages and chips, and bake textures to transition from sandstone to bricks.
Learn to sculpt a round pillar in Blender, fuse stones with Dynamesh, shape flowing damaged edges, and use clay buildup for etched details and storytelling wear.
Learn to sculpt a stone row in Blender, merging blocks with dynamic subdivision, applying clay build up and smoothing, and duplicating sections for a worn ancient ruin environment.
In Blender, sculpt the ruins windows by isolating wall sections, using bisect to cut openings, and applying clay buildup for worn detail while planning subdivisions for future optimization.
Practice window and door sculpting in blender using dynamic clay build up, targeted corner damage, painting fixes, and merging pieces, then export the final asset.
Develop your Blender sculpting skills for ancient ruins 3D game environments by shaping loose stones and bricks through subdivision, splitting groups, time dynamic smoothing, pinch, and subtle edge breaks.
Sculpt damaged and smooth stone blocks using clay buildup, dynamic brush, and smooth borders in Blender; save stone A and stone B as pieces for the ancient ruins environment.
Sculpt ancient ruin stones in Blender by subdividing, adjusting edges with dynamic brushes, and smoothing surfaces, then proceed to optimization and unwrapping.
Optimize Blender sculpts by using decimation master to reduce polygons, previewing with pre- and post-processing, and applying automatic UV unwrap techniques with backup LP versions.
decimate high-poly sculpts to low-poly versions while preserving shape, bake normal maps, then export organized assets for blender's workflow, including windows, stone, and walls.
Import low-poly assets into Blender, organize into collections, and fix geometry with booleans, merges, and careful unwrapping to prepare a rugged ancient ruins environment.
Master UV unwrapping in blender by placing seams, splitting models into pieces, and packing islands to create efficient 2d layouts for baking textures.
Blender workflow to unwrap pillar textures, using smart unwrap and manual seams to achieve seamless tiling, while managing multiple UV channels for baking and lighting in game engines.
Mark seams, select edges, and unwrap Blender models into UV islands, packing them in texture space and balancing resolution, then shade smooth to preview results.
Master unwrapping in Blender by marking seams, creating UV maps and islands, and troubleshooting issues to bake textures for the ancient ruins game environment.
Continue unwrapping the models by refining seams, adjusting uv islands to maximize texture space. Prepare for baking with multiple uv maps and a marmoset workflow.
Export assets, organize a baking workflow, and bake high-poly to low-poly geometry in marmoset, including cage setup, normal maps, and 2k textures.
Continue baking assets for ancient ruins environment in Blender, deleting default materials, configuring baker outputs, and iteratively fixing seams and smoothing issues across doors, pillars, stones, and windows.
Learn to fix baking issues in Blender by merging vertices, cleaning edges, and baking a 4k texture preview, then fix normals in Photoshop for clean textures before exporting the bake.
learn to build a master material in substance designer for the ancient ruins 3d game environment, using reference images, damage and cloth sliders, and two material variants.
Create the master material for ancient ruins bricks using height maps, parallax, displacement, and non uniform blur grayscale to shape depth, refining normals with substance designer and marmosets.
Create a master material for a brick facade by adjusting opacity, masking edges with flood fill, and using gradient and burly noise to vary angles and breakup surfaces.
Adjust stones to be closer together and refine the master material with flood fill, non-uniform blur, and layered levels and histogram controls to smooth patches and define brick-like cuts.
Create and refine a master material for ancient ruins bricks in Blender by duplicating variations, using histogram scans for masks, and applying occlusion, height, and displacement.
Create the master material for the ancient ruins 3D game environment in Blender by layering base noise with directional warp, applying brick variations, and refining overlays with normal maps.
Create a master material in Blender by combining Berlin noise, moisten noise, and directional warp to produce a layered, tileable ruins texture; adjust scale and masks for final placement.
Create a master material by refining a height map and tiling for the ruins. Blend dirt, bricks, and normals with masks and gradient maps to add color variation.
Refine the master material by balancing normals and displacement, tuning overlays and noise, and blending multiple normal maps toward a cohesive base color and roughness for the Blender scene.
Create a soft base color with a gradient map and masks, then add dirt, moss, and subtle texture variations to convey age on ancient walls.
Create a master material by layering masks, gradient maps, curvature, and ambient occlusion, then build dirt and edge detail with noise, warps, and color variations.
Create a master material for the ancient ruins environment in Blender by layering noise, slope blur, masks, and color adjustments to control albedo, roughness, and dirt.
Refine a master material for ancient ruins by tweaking gradient leaks, using directional blur, masking leaks, and layering moss, stones, and displacement in Blender for a realistic three-dimensional game environment.
Explore master material iteration in Blender, set up lighting and fog, tweak skylight color, enable GI and occlusion, and create material variations for portfolio-ready screenshots.
Refine a master material for ancient ruin bricks in Blender, exploring offset, switches, and exposed parameters, while integrating normal map, curvature, dirt, and moss for Substance Painter.
Create two master material plane variations, one grayscale and one color, then export via Substance Painter and refine normals and tiling to achieve a stone look.
Refine the master material for the ancient ruins environment by fixing seam lines, adjusting the height map, and adding color variance and moss overlays.
Balance samples, bit depth, and output size to optimize the master material in Substance Painter, then publish as an sbsar and tweak normals, height overlays, and color in renders.
Refine textures in Blender by adjusting normals, roughness, and height maps, fine-tune overlays and lighting, then export all textures for the final stone and white plane materials.
master uv unwrap of walls and doorway in Blender using the show uv map tool, apply image textures, tile textures, and manage materials to ensure seamless flow across duplicates.
Master unwrap textures with correct UV maps, back up before changes, and export the files; then build stone walls and a bridge in Blender by duplicating, rotating, and stacking stones.
Duplicate wall pieces, rotate 180 degrees, adjust position and scale for a more logical ruin wall, then prepare a ground plane with pivots aligned for export to Israel.
Set up a blank Unreal Engine 4 project, organize a ruins environment folder, import FBX assets, create transforms and materials, and enable real-time lighting with mesh distance fields.
Set up a master material for the ancient ruins environment in Blender, using textures for base color, height, normal, and roughness with parallax occlusion mapping.
Set up the master material for ancient ruins in Blender by configuring height and normal maps, adjusting texture coordinates, and troubleshooting parallax and smoothing.
Learn to fix normal map issues by converting world space normals to tangent space with derivative tangent basis, and create and bake masks in substance painter for master materials.
Set up a master material for the ancient ruins environment in Blender by integrating moss textures and masks, controlling base color, uv tiling, mask strength, and roughness in Substance Designer.
Learn to paint masks on ancient ruin assets by baking maps, setting up black and white fill layers, and applying dust occlusion, moss, and dirt for realism.
Import mosque assets into Blender, reset positions, apply materials with precise UV maps and normals, refine masking, seams, and height maps, and export the scene.
Learn to fix model issues in Blender by unwrapping and correcting seams, adjusting UV maps, and applying moss textures with Substance Painter, plus creating no-moss variants and seamless tiling.
Fix seams in Blender by adjusting paint masks, then build a smooth stone texture with Substance Designer to create a detailed normal map.
Create a tileable smooth stone texture in Blender by layering base color, soft color blends, noise, and dirt details, then refine with roughness and normal maps.
Duplicate and strengthen curvature, apply ambient occlusion and normal maps, and tune tiling and height maps to achieve believable smooth stone textures for the level.
Begin with a clean slate to block the level by placing main walls, stones, and pillars, using snapping and height cues to shape camera angles before detailing later.
Learn to fix texture tiling on walls, adjust UV map and vertex selections in Blender, and set up a camera with a field of view to shape the level.
Break up flat ruin walls by placing bricks and duplicating elements. Add moss decals, adjust textures, and test placements to create a natural, cohesive desert stone ruin level.
Duplicate stones and lay out walls to build the ancient ruins level in Blender, adding half and broken bricks for variety. Export as FBX and refine textures, seams, and occlusion.
Explore simulations in blender, creating stone arrangements for a ground pile, a corner setup, and shipwreck variations using rigid body dynamics, baking, and a setup plane.
Create and bake a Blender physics simulation, configure rigid bodies and friction, apply a wind force, and manage backups, then export the assembled scene as an FBX for real-time use.
Place rubble, rocks, and bricks to build a believable ancient ruin level in Blender, adjusting scale, snapping, and rotation to avoid clipping and floating artifacts while planning textures and decals.
Develop a ground material in Substance Designer for an ancient ruins scene, building a base with clumps and masks, and layering normal, height, and atlas textures from Substance Source.
learn to create a ground material by importing leaf textures from substance source, adjusting normal maps and height blends, and layering masks and ambient occlusion for terrain in Blender.
Refine ground material for the ancient ruins 3D environment in Blender by layering gradient maps, noise, and masks with height, normal, and roughness maps, then preview and export in Marmoset.
Import foliage packs from the Unreal Marketplace into a project, set up a basic landscape, and test materials to create a ready-to-use ancient ruins environment.
Learn to create a terrain material in Blender by painting landscape layers with albedo, normal, and AO textures, and export through Substance Designer for a mud ground.
Paint terrain and improve textures in Blender by adjusting resolution, painting foliage and leaves, sculpting height variation, and refining tiling for a more realistic ancient ruins environment.
Place and refine foliage across the ruins environment to create shadows and depth, using trees, bushes, rocks, and painting tools, with lighting addressed in the next chapter.
Perform the lighting pass by organizing assets, placing the sun for distance field shadows and a movable skylight, then refine with exponential height fog, bloom, reflections, color balance, and post-processing.
Place and refine ferns, bushes, and flowers across the ancient ruins environment, using a post-process sharpening material and lighting tweaks to highlight angles and minimize clipping.
Practice a second foliage placement pass over an ancient ruins environment in Blender, adding ferns, weeds, and flowers, adjusting scale, rotation, and density while avoiding clipping for realism.
Learn how to place foliage on a Blender-based ancient ruins 3D game environment train scene, paint moss, adjust tiling and textures, and tune lighting for realistic depth.
Perform a polishing pass on ancient ruin assets by controlling normals and roughness, creating moss decals through masks and texture workflows in Substance and Photoshop.
Perform a polishing pass on pillars by duplicating, smoothing vertices, and adding varied damage; clean up materials, set uv map, export fbx, and prepare scenes for high-resolution screenshots and foliage.
Instructor Info
Emiel Sleegers always had love for video games and when he was young, he started using Unity3D for programming but he found himself gravitating more towards the art of making games. Now he is currently working as an environment artist in Ubisoft. He contributed to creating AAA games such as Forza Horizon 3 and The Division 2. His all time favorite game is The Last of Us and that video game is what inspired him to want to work in the game industry. His advice for beginner artists is to focus on one aspect of gaming that they are passionate about, stick to it and get better at it. His hobbies include anything related to games or films, whether it be working on personal projects, freelance work or going out for movies.
Course Info
Hello guys, my name is Emiel Sleegers. I’m a 3D artist currently working for one of the biggest game companies in the world named Ubisoft. Are you tired of searching for Blender tutorials but cannot find the right ones that are done by actual professional artists? Do you want to know how to create a full game environment like how it is completely done in the game industry? Then look no further. This course is for you. In this course, we will go through the entire pipeline of creating a game environment from scratch using Blender 3d, Substance Painter & Designer, Zbrush and Unreal Engine 4.
The major topics we will be covering are
Creating modular assets using blender
Create realistic stone and brick details using Zbrush
Creating correct UV unwraps inside of blender.
Baking our high and low poly models in Marmoset toolbag.
Creating tileable materials using substance designer
Creating practical real-world shaders
Producing materials with mask blending and parallax mapping
Level setup, lighting & post effects using Unreal Game Engine
By the end of this course, you will be able to create an amazing damaged ancient ruin environment. Before beginning this course, you should have a basic knowledge of Blender, Substance Painter, Substance Designer, Zbrush and Unreal Engine 4. Upgrade your skillset as an environment artist today and learn how to create environments that you have never created before. People who invest in themselves get the payoff. People who never take action will always wonder “what if”. Grow your skills and pull the trigger now so you never have to wonder. You will be glad you made the right decision. Come and join me at Victory3D.