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Blender 5 to Unreal Engine 5: Modular Haunted Street Course
Bestseller
Highest Rated
Rating: 4.9 out of 5(34 ratings)
499 students

Blender 5 to Unreal Engine 5: Modular Haunted Street Course

161 lessons — stylized environment: 3D modelling and Geometry Nodes in Blender, then terrain, lighting and fog in UE5
Created by3D Tudor
Last updated 4/2026
English

What you'll learn

  • Build a complete modular environment in Blender 5 — walls, corners, trims, doors, windows, roofs, and supports that snap together reliably at street scale.
  • Model stylized 3D assets with controlled bevels, deliberate edge wear, and silhouette rules that keep "stylized" looking intentional, not messy.
  • Create clean UVs, manage texel density across a full kit, and keep materials consistent so every building looks like it belongs in the same world.
  • Export game-ready assets from Blender to Unreal Engine 5 via glTF (GLB) with correct pivots, transforms, and normals — a repeatable pipeline.
  • Assemble a full environment in Unreal Engine 5.7 — validate scale, fix shading, and build a complete street scene from your modular kit.
  • Shape terrain and sculpt riverbanks using Landscape tools, then add a working river with the Water system.
  • Add realistic variation with vertex painting — blend grime, moss, and wear across surfaces without multiplying your material count.
  • Use Procedural Content Generation (PCG) to place curbs, paths, and street dressing with rule-based control instead of hand-placing every element.
  • Build and scatter stylized trees and foliage using procedural placement tools for efficient, natural-looking environment dressing.
  • Light and finish a moody cinematic scene with global illumination, volumetric fog, atmospheric depth, and a final portfolio-ready camera move.

Course content

33 sections161 lectures31h 10m total length
  • Lesson 1 - [Resource Pack pt1] Building a Modular Haunted Street8:44

    Learn how to build a fully modular haunted street environment using Blender 5 and Unreal Engine 5. You’ll create clean, reusable assets in Blender and then assemble, light, and present the final scene in Unreal using a clear production workflow. By the end, you’ll understand how to design modular kits that snap together reliably for stylized villages, medieval towns, or fantasy environments.

  • Lesson 2 - Mastering Blender Viewport Navigation and File Safety10:09

    This lesson shows you how to set up Blender correctly and navigate the viewport with confidence. You’ll practice essential controls for zooming, orbiting, panning, switching views, and managing perspective so you can model with precision. You’ll also learn practical saving and recovery habits to protect your work and avoid data loss.

  • Lesson 3 - Core Modeling Tools: Extrude, Bevel, Bridge and More20:05

    Develop practical methods for using reference images and mastering core modeling tools in Blender. You’ll work with extrude, bevel, edge loops, inset, bridge, and transform controls to shape clean, modular geometry. By combining these tools effectively, you’ll be able to build structured assets that are ready for a professional environment workflow.

  • Lesson 4 - Creating Modular Wall Variations with Real-World Scale12:22

    Create professional modular wall pieces with correct scale, proportions, and clean organization. You’ll use a human reference for accurate sizing, define precise dimensions in meters, and duplicate variations efficiently for a modular kit. The lesson also guides you through resetting transforms and organizing assets properly so they behave predictably in Unreal Engine.

  • Lesson 5 - Mastering Collections for Clean Scene Organization9:12

    Learn how to organize your Blender scenes using Collections, replacing the old layer system with a clearer structure. You’ll practice renaming objects, grouping assets, controlling viewport and render visibility, and locking selection to prevent mistakes. These techniques help you manage complex scenes efficiently and prepare assets for tools like particle systems and Geometry Nodes.

Requirements

  • Blender 5 installed (course recorded in Blender 5.0.1 — earlier versions will work for most lessons but some UI may differ).
  • Unreal Engine 5.7 installed (course recorded in UE 5.7 — the Unreal phase requires this version for Water, PCG, and Lumen features used in the lessons).
  • A computer with a DirectX 12 capable GPU. Unreal Engine 5 features like Lumen and Nanite need a modern graphics card to run smoothly.
  • Basic Blender and Unreal Engine navigation skills — you should be comfortable with move, rotate, scale, and viewport controls. This is an intermediate course, not a first introduction to 3D.
  • Approximately 15 GB of free disk space for project files, the resource pack, and Unreal Engine project assets.

Description

This is a complete Blender environment course that takes you from an empty scene to a finished modular haunted street in Unreal Engine 5 — 161 focused lessons across 31 hours, taught by two instructors covering every step of the pipeline.

If you can model individual props but your full scenes collapse into misaligned walls, broken scale, inconsistent materials, and lighting that never quite lands, this course exists to fix that. You will learn to build a modular kit where every piece fits together reliably, then prove it works by assembling and finishing the full environment in Unreal Engine 5.7.

The problems this course solves (the stuff that usually ruins a modular set)

You will learn practical fixes for the most common failure points in environment art:

  • Parts that "nearly match" until you rotate, duplicate, or extend a building.

  • Walls that look correct in Blender but break the moment they hit an engine grid.

  • UVs that drift, texel density that changes, and materials that make one building look sharper than the next.

  • Light leaks, bad normals, and shading that makes stylized assets look accidentally broken instead of intentionally wonky.

  • A scene that reads as "random kitbash" because composition, value contrast, and mood were never planned.

What you will build

By the end of this modular environment course you will have:

  • A reusable modular building kit (walls, corners, trims, doors, windows, roofs, supports, and story props) that snaps together at street scale.

  • A complete Unreal Engine 5 scene: terrain shaped with Landmass, a river using the Water system, procedural street dressing with PCG, vertex-painted variation, foliage and trees, and a cinematic lighting pass with Lumen, volumetric fog, and atmospheric depth.

  • A portfolio-ready establishing shot rendered as a short cinematic camera move.

How the course is structured (Neil + Luke, 50/50 pipeline)

This is a true Blender-to-Unreal-Engine pipeline course. Two instructors, two phases, one cohesive environment.

Neil teaches the Blender 5 phase (modelling, modular logic, UV discipline, materials, Geometry Nodes tools, and export prep). Luke teaches the Unreal Engine 5.7 phase (import validation, terrain, water, PCG placement, foliage, lighting, fog, and cinematic finishing).

Each lesson solves one problem, then you apply it immediately to the haunted street. You move forward with clear milestones instead of "I will polish that later" chaos.

Blender 5 phase — what you will learn

  • Build modular walls and variations at consistent real-world scale so every piece stays predictable when duplicated.

  • Keep scenes organised with collections, naming rules, and clean outliner habits.

  • Control shading and style early with greybox look-dev and clean material setups.

  • Model stylized wood and stone details with controlled bevels and deliberate edge wear.

  • Use Lattice deform and proportional editing for charming wonky silhouettes without destroying structure.

  • Create clean UVs, manage texel density across the full kit, and keep seams consistent for stable engine shading.

  • Work with trimsheets, tiling materials, and decals so the kit stays fast to expand.

  • Prepare assets for export: consistent pivots, naming, transforms, normals, and validation checks.

  • Export via glTF 2.0 (GLB) for reliable, repeatable Blender-to-Unreal handoff.

Unreal Engine 5.7 phase — what you will learn

  • Import and validate the kit (scale, normals, topology) so nothing needs emergency fixes later.

  • Assemble the street using modular snapping, camera bookmarks, and composition rules.

  • Build terrain with Landmass and Landscape Edit Layers, including mountains and slopes.

  • Create a river using the Water system, sculpt and refine riverbanks.

  • Add variation with vertex painting (blending grime, moss, and wear without multiplying material count).

  • Place props with collisions so the scene feels grounded, not floating.

  • Populate shrubs and clutter with Procedural Foliage Volumes.

  • Build pavement and paths with splines and PCG (Procedural Content Generation — rule-based placement that replaces hand-placing every element).

  • Create stylized trees, export Nanite-ready variations, scatter with PCG.

  • Add atmosphere with Niagara fog systems (layered fog for depth and separation).

  • Add animated life with Blueprints (hanging lanterns, swinging signs, wind control).

  • Finish with Cine Camera, Lighting Channels, Level Sequencer, and final render output.

What modular means in this course (and why it matters)

Modular environment art means building reusable kit pieces — walls, corners, trims, supports — that snap together on a grid. Instead of modelling one unique building, you build a kit that can assemble dozens of buildings. This is how professional environment artists work in studios, and it is the core skill this course teaches.

This is different from procedural generation (PCG), where an algorithm places objects automatically. This course uses both: you hand-model the kit in Blender for full artistic control, then use PCG in Unreal Engine for efficient placement of repeating elements like street dressing, foliage, and paths.

Quick glossary

  • GLB / glTF: a modern file format for transferring meshes, materials, and transforms between Blender and Unreal Engine.

  • PCG: Unreal's Procedural Content Generation system for rule-based object placement.

  • Lumen: Unreal's real-time global illumination for realistic lighting and reflections.

  • Landmass: Unreal's landscape sculpting tools for terrain, hills, and roads.

  • Vertex painting: painting blend data directly onto meshes for texture variation.

  • Volumetrics: fog and light scatter that adds atmosphere and depth.

  • Texel density: keeping texture resolution consistent so all assets look like they belong together.

  • Nanite: Unreal's system for rendering extremely detailed geometry efficiently.

What is included

A resource pack to keep you moving:

  • Shaders and materials for look-dev.

  • A human-scale reference and scene setup helpers.

  • Two Geometry Nodes tools (a staircase generator and a stone walkway generator).

  • Prebuilt sample buildings you can use as starting points while building your own variations.

Flexible paths

  • Blender-focused: complete the kit and render in Blender (Cycles or EEVEE). Walk away with a finished scene and strong modular habits even without Unreal Engine.

  • Unreal-focused: if you already have assets, concentrate on the UE5.7 phase (terrain, water, PCG, foliage, lighting, fog, cinematic) and treat the Blender section as reference.

Who should take this course

If you have basic Blender and Unreal Engine navigation skills and you want a complete environment art pipeline from modelling to cinematic finishing, this course is built for you.

If you are completely new to 3D and still learning viewport basics, complete an introductory Blender course first — you will get much more from this course with that foundation in place.

Happy modelling everyone!
Neil - 3D Tudor


Who this course is for:

  • Intermediate Blender users who can model individual props but want to learn how to build a complete modular environment that holds together as a full scene.
  • Environment artists who want a professional modular kit workflow — reusable pieces that stay consistent when duplicated, extended, and assembled into streets, towns, or villages.
  • Unreal Engine 5 users who want proper world-building skills (terrain, water, foliage, lighting, fog, cinematic finishing) instead of importing assets and hoping for the best.
  • 3D artists who want a complete Blender-to-Unreal-Engine pipeline course they can reuse across any theme or project — not just this haunted street.
  • Stylized environment builders who care about mood, cinematic readability, and portfolio-quality presentation — this course ends with a finished establishing shot, not an unlit viewport screenshot.