
Create an apocalyptic game environment from scratch by blending reference art, blocking, 3ds Max modeling, unwrapping, low-poly texturing in Substance Painter, reusable materials, and lighting bake in engine 4.
Plan wall thickness to control how light interacts with windows in your apocalyptic 3D environment, using thick walls to block light and avoid gaps that flat planes would create.
Block out a classroom in 3ds Max using basic shapes, set units to centimeters for Unreal Engine, import the mannequin for scale, then extrude walls, add windows, and shell frames.
Block out a post apocalyptic classroom by isolating walls, applying shell modifiers for frames, and placing boxes for desks, chairs, and shelves to visualize layout and collision.
Model the desk from concept references, choosing a wooden table with aluminum legs to add material variety, then refine with turbo smooth and smoothing groups and symmetry.
Model a student desk and chair using symmetry, pivots, and bend modifiers to achieve a believable low-poly form. Unwrap for clean texturing and refine with smoothing.
Model the teacher's desk and adjust the student desk for a child by lowering the seat and table, using editable poly with turbo smooth for a post apocalyptic environment.
Model two variants of a post-apocalyptic classroom bookshelf, add a closet with doors and hinges, and refine with control lines, symmetry, and turbo smooth for a sharp, destroyed look.
Model a bookshelf and whiteboard for an apocalyptic game environment in 3ds Max, using symmetry, duplicate in place, editable poly, and turbo smooth with control lines.
Learn to model window frames with cloning and bridging, refine normals and symmetry, and tile a damaged roof with boards, drapes, and broken lamps for an apocalyptic game environment.
Design small, low-poly assets for a post-apocalyptic environment, including cans, books, and papers, with centered pivots and texture-focused detail for efficient Unreal Engine placement.
Create a modular window and drapes for a crystal window in an apocalyptic environment, clone and center the pivot to open the window, and plan low-poly walls, boards, and blinds.
Add detailed roof panel holes and a hanging panel to suggest debris and access points, while shaping deeper holes to cast believable shadows without exposing exterior geometry.
Model low poly assets for an apocalyptic game by centering assets in the center of the universe and crafting desks and chairs with editable poly for export.
Create a low-poly chair by using quad drawing tools to extract polygons, build surfaces, apply symmetry and shell, then collapse and align high and low poly geometry.
Build low-poly assets by duplicating shelves, removing control lines, and rounding edges with borders using symmetry, then clone a whiteboard and blackboard for a cohesive apocalyptic game environment.
Create low-poly blinds for apocalyptic environments by constructing symmetrical window blinds, applying shells for lighting and shadows, and introducing subtle variations in rotation and spacing to imply destruction.
Create low poly roof elements for a destroyed, moody game environment by modeling pipes and support structures, using sweep modifiers and basic curves to bend and place components.
Unwrap and pack UV maps for a low-poly apocalyptic game environment, using quick planer map and quick peel to texture walls, floor, and roof while ensuring light blocking.
unwrap the shelves using quick planer, quick peel, and relax to straighten and pack uv maps, then check textures and seams to create a cohesive apocalyptic shelf and board asset.
Unwrap the assets by adding a few more polygons, adjusting borders, and applying projection maps, then use quick plane, cylindrical projection, and unwrap tools to create clean, square textures.
Master asset unwrapping for an apocalyptic game environment, applying flood mapping, manual unwrap, smoothing groups, and symmetry to optimize drapes, windows, and repeated pieces with efficient texture packing.
Master the art of unwrapping assets for an apocalyptic 3d environment by relaxing, peeling, and packing uv maps, fixing stray polygons, and optimizing texture layouts.
Unwrap pipes and girders as editable polys, apply flood mapping, adjust uv shells with planar and quick peel, relax for clean checker patterns, and pack for efficient texturing.
Texture game assets in Substance Painter using the Substance Share library. Import base wood, damaged wood, vintage wood, and wood planks, then bake maps for Unreal Engine 4.
Build a base procedural wall material in Substance Painter, layering paint, grunge, and dirt, then reveal bricks, mold, and leaks with masks for a destroyed apocalyptic environment.
Texture the bookshelf using a non-bake workflow with improved normals. Apply subtleties with unwrapped UVs, substance painter textures, wear, and smart masks for realistic highlights.
Break down the high-poly bookshelf into a clean low-poly mesh, welding vertices and unifying smoothing groups, then explode parts to prevent baking cage errors and bake normals in Substance Painter.
Texture the remaining wooden furniture, unwrap and bake from low poly to high poly, then apply wood materials in Substance Painter with masks for wear.
Texture the students chair and desk using worn wood material and metal accents in 3ds max, applying masks to isolate wood parts, baking maps, and adjusting grain direction for realism.
Texture the floor with layered concrete, normals and roughness for wear, then reuse a post-apocalyptic wall material on the door wall, adding dirt and grime.
Texture the wall with windows and the chalkboard, using smoothing groups to catch highlights. Apply Substance Painter workflows, smart materials, and masks to add dirt, grain, and weathering.
Texture the smaller assets for apocalyptic environment with textures to balance performance, and create water bottle, posters, and paper textures in substance painter with two-sided alpha blending and pbr roughness.
Texture smaller assets by applying aluminum and rust to cans, bake the maps, add dirt and masks, and create paper book panels with procedural maps in Substance Painter.
Texture the roof with a simple concrete-like material to achieve a grungy look. Adjust roughness, apply dirt colors, and tweak grain to fit lighting in Unreal.
Center all assets before exporting to Unreal Engine 4, center pivots, export textures at 1k–4k from Substance Painter, create and apply materials, import and place assets, turn off auto exposure.
Create materials for all assets, map normal, base color, metallic, and roughness textures, then apply them to walls, floors, window frames, drapes, and wood planks.
Apply materials to classroom assets in Unreal Engine, adjust base color and roughness using constant values, save corrected textures, and balance lighting for realistic global illumination.
Learn to unwrap textures, apply paper materials, and place small assets in Unreal Engine to build a centered apocalyptic 3d environment with varied paper props.
Clean the scene, delete unused cameras and fog, then set up directional and skylight lighting, add a sky sphere, bake lights, and place reflection captures for realistic ambient glow.
Add a post-processing volume to your apocalyptic environment, bound or unbound for global effects. Adjust depth of field, bloom, chromatic aberrations, ambient occlusion, and color grading for the mood.
Create and apply decals in Unreal Engine to project textures on geometry. Use Substance Painter to craft graffiti and dirt textures, then configure translucent materials with alpha, normals, and roughness.
Create extra decals for the apocalyptic 3d environment in Unreal, adjusting textures, rotations, top color, and bottom opacity, and apply a graffiti style before color-correcting book textures in Photoshop.
Edit book textures in Photoshop using hue/saturation to create orange and blue variants, then apply them to maps and materials. Add decals and god rays, and disable auto exposure.
Tile the floor and bricks for a realistic apocalypse environment in Unreal. Blend baked and dynamic lighting to enhance god rays and fine-tune exponential height fog for atmosphere.
Instructor Info
Manuel Rondon is currently working as a freelance 3D artist and college instructor. He loves both jobs because they allow him to work on what he is passionate about while still having some creative freedom. His advice for students who are just starting out and want to make it in the industry is to be knowledgeable and be open to different areas of 3D art as this can give you more opportunities for jobs. As you gain more experience, you can then specialize in characters, textures, or animations but in the beginning, it's best to wear as many hats as possible.
Course Info
In this course, we will build a professional apocalyptic game environment from scratch using 3ds Max, Substance Painter and Unreal. We will start everything from scratch, from looking at references, looking at some concept art, and start applying it onto our environment. First, we will start by making small blockout of our scene and create the assets that we are going to need, how we are going to lay them out in the environment, then we are going to move into modeling. The modeling will be done all in 3ds Max, after that we will proceed to unwrapping the assets, and we will learn how to make the assets look smooth while keeping them low poly by using a very neat technique. From that, we are going inside Substance Painter to texture all of the assets and we will be creating materials that are going to be reusable across different assets for more efficient workflow. To finalize our tutorial, we will go through the process of rendering the whole environment in Unreal Engine.