
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.
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.