Creating 3D environments in Blender
4.6 (3,850 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
37,101 students enrolled

Creating 3D environments in Blender

This course helps you creating wonderful environment scenes, organizing your workflow, and find the right inspiration.
4.6 (3,850 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
37,101 students enrolled
Created by Rob Tuytel
Last updated 6/2018
English
Italian [Auto-generated], Portuguese [Auto-generated], 1 more
  • Spanish [Auto-generated]
Current price: $11.99 Original price: $124.99 Discount: 90% off
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This course includes
  • 38 hours on-demand video
  • 95 downloadable resources
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
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What you'll learn
  • Creating stunning unique environments
  • Organize your workflow to make large environment scenes

  • More than 250 unique 2K / 4K textures

  • Lots of medieval reference photos
  • E-book: Old Masters Unveiled ( 250 pages)
  • All scene assets, including buildings, rocks, grass, trees and more
  • 6 Characters to fill up your scene
  • Full course documentation for the Blender basics chapter
  • Baking your models and importing in Unity 3D
Requirements
  • Blender version 2.79 or above
  • Computer
  • Unity 3D ( optional)
Description

A very unique Blender 3D course about the creation of environments, taught by environment artist Rob Tuytel. Through out each of the many lessons you are introduced to the powerful and free Blender 3D program. After becoming familiar with the Blender user interface, students will learn how to create a landscape design from scratch. Additional videos in this series teach students how to apply materials, lights and even advanced node systems (principled) to their models. Finally, this series will show students how to make an organization plan and create a very advanced environment scene including buildings and characters.

The final course scene was rated well on Artstation with more than 340 + likes. Find out what makes an artwork special and be part of the developing process.

You will learn:

We start with installing Blender and making some simple objects. We get in touch with the Blender interface and I will show the most used buttons in this course. This comes with full in depth lecture documentation ( PDF) .

We continue with making a fence and add a simple wood texture. You will get in touch with the UV image editor and learn how to apply textures on your model. Then I will explain the material editor and show how nodes work (principled shader) . You will learn how to make a simple shader combination to add moss on the fence. I will also show some other shaders like transparency and translucency. This chapter includes a Material node book ( PDF ), a must have for making good looking materials

After these lessons we start with the building process, first making a simple building, but after making some progress we will start creating more advanced buildings, including ornaments. We Use Unity 3D to import the models including baked maps.

After completing the buildings, we start with the nature part and I will explain how to make grass, flowers, weed, rocks and trees. We will use 'The Grove 3D' to generate trees. After the nature part we will make a landscape scene and add all the objects including a sand path with water puddles.

After the nature chapter we will focus on atmosphere and lighting, using the point and sun lamp to make a light setup. We will also use an environment map to light the scene. In the end we will use some atmosphere fog to create mist in the scene.

Then it's time to create the final scene, we start from scratch and use a scene map as a reference and make a rough setup. From that point we build the scene and face all the challenges that comes with environment modeling. In the end we do a final review and finalize the scene.

This course is recorded in blender 2.78c and 2.79. We will use the cycles render engine

Who this course is for:
  • This course is meant for artists who like to grow in their workflow
  • Beginners
  • Environment artists
  • Game level artists
Course content
Expand all 213 lectures 38:02:51
+ Chapter 1 - Before we start
5 lectures 25:16

In this lecture we take a closer look what this course is all about. I will introduce all the chapters and the things you will learn in the included lectures

Preview 09:11

Information about the Udemy dashboard. What you need to know before starting this course

Preview 04:36

We take a closer look at some of the unique techniques the old masters used in their artwork. I compare these paintings with my first creations and show my progression during the past 7 years

Techniques from the old masters
04:28

Important notes about motivation and inspiration

Motivation and inspiration
04:06

What you need to know before you start working on your environment scene.

Workflow and organization
02:55
+ Chapter 2 - Introduction to Blender and Setup
14 lectures 02:20:53

Quick introduction what's included in this chapter

Chapter_2_introduction
00:55

Install Blender 3D, quick overview and introduction to the blender viewport

Preview 04:56

Quick overview how the basic functions in Blender works

Getting in touch with Blender
09:28

Quick introduction how the Blender interface works

The Blender 3D interface
15:05

Create your first 3D object

Creating a simple object
13:51

Quick blender tools to speed up your workflow

Blender quick tools
14:38

Making a more advanced chair model

Creating a chair
10:04

UV unwrap your model

UV Coordinates
10:45

Adding a dice texture on a cube

Advance UV coordinates
08:25

Working with modifiers

Modifiers
12:12

Working with modifiers part 2

Modifiers part 2
13:06

In this lecture we make a fence. You can now use all the tools you learned from the previous lectures.

Making a fence
18:14

Making a viewport render

Making a viewport render
08:20

A couple of question to test your Blender knowledge

blender basics test
4 questions

Short recap of this chapter

Chapter_2_recap
00:54
+ Chapter 3 - Materials
18 lectures 02:37:16

Short introduction what we will do in chapter 3

Preview 01:59

Introduction how materials look in the real world and what we can learn from this.

Materials in the real world
10:23

Quick explanation what materials are in the 3D world

Materials in 3d scenes
11:01

Building a test scene environment to play with material setups

Building a test scene
07:53

Basic setup to build a node tree with the diffuse and glosy shader

Making a material with nodes
09:04

Showing some samples how to mix shaders to get nice looking blending results

Mixing Shaders
08:31

Introduction to the principled shader. A new way to build material nodes in Blender. This principled shader is only available from 2.79 +

Principled shader
10:08

In this lecture we start buidling an advance material setup. You can find the image texture in the lecture downloads

Advance material design
10:36

We continue with the advance material design.

Advance material design (2)
08:51

We finish the advance material design

Advance material design (3)
10:51

Showing how to use the Node Wrangler. 

The node wrangler
10:35

Showing what translucency is in the real and 3D world

Translucency
06:08

Building a node tree to make a leave look transparant and includes translucency

Making a leave material
11:05

Showing the pointiness effect to create dirt effect on corners.

Pointiness
07:45

Completing the fence with a nice looking advance material

Updating the fence
10:07

Second part of completing the fence material

Updatring the fence (2)
08:59

Final part of updating the fence material

Updating the fence (3)
12:16

Short recap of this chapter

Chapter_3_recap
01:04
+ Chapter 4 - Create a simple building
30 lectures 04:26:04

Introduction what we will cover in this chapter

Introduction_chapter_4
01:02

We take a reference image and start with the base of the building. We try to find the right metrics before we continue the development.

Making a base
06:34

Checking the base and adding a bevel on the edges

Optimizing base
06:30

Adding window holes in the frame

Adding window holes
13:43

We start adding some textures to make the building more visible.

Making a window frame
06:35

Make a UV map for the window frame

UV unwrap window frame
07:43

make a framework for the front part of the building

Front framework
12:25

Continue with the front framework

Front framework (2)
12:55

We add more detail on the roof and extend the roof part.

Extending the roof
07:37

We add a plank texture on the base of the building

Base texture
07:44

We continue to work on the ornaments

Base material setup
10:56

Now we have a window frame we can start with making a window for it

Adding windows
09:30

We use a reference image to make a door model

Making a door
12:17

We fill the empty space with a small wooden ornament on top of the door.

Door ornaments
09:26

Make a hatch

Making a hatch
13:23

We can now place the door and the hatches on the building

Adding door/hatches
07:38

We continue with adding the windows and some more hatches

Adding hatches/windows
04:51

Making some small ornaments for the window frame

Window ornaments
09:27

Adding a roof tile texture on top of the roof

Roof texture
10:24

We use the reference to make a roof ornament. For this we need to apply a mirror modifier

Roof ornament
10:02

Making a chimney for the roof

Making a chimney
11:27

Making some sealings for better blending with other textures

Roof improvements
09:22

We now focus on updating the materials. Adding spec, rough and normal maps for more details.

Improving materials
12:09

to see the final result we make a render and set up a quick scene for a good looking render

Make a render
03:28

We change the plank texture for a plaster look. 

Plaster material ( bonus / optional )
09:50

Making a LOD version of the medieval buidling. 

Low poly model ( bonus/optional )
08:21

Making a low poly bake map for a diffuse, spec and normal map.

Baking texture maps ( bonus/optional )
09:24

Making a high resolution bake map for the diffuse, spec and normals

Baking texture maps 2 ( bonus/ optional)
10:36

We import the low and high poly version into unity and adding teh baked maps. We also make a LOD setup for smooth blending between these versions.

Blender to Unity 3D ( bonus / optional)
09:45

Short recap about what we learned in this chapter

Recap_chapter_4
01:00
+ Chapter 5 - Create advance buildings
74 lectures 12:29:56

Introduction what we will do in this chapter

Chapter_5_introduction
01:10

Before we start modeling the advance buildings, we need to do some organization 

File organization
05:37

We use a reference image to create a base

Making the base
07:23

We add holes in the base model for window and doors

Adding holes
13:07

To get a more smooth look, we add some bevel lines on the edges

Adding bevel lines on the edges
05:57

We start with building the front frame. we use the reference image to find the right measurements

Building the front frame
12:34

Making small ornaments for the front of the building, same as we created for the first building.

Creating ornaments
08:44

Making a more complex door design

Making an advance door
10:43

We put the door in the frame and also adding a door ornament

Adding door and ornaments
07:20

We append the hatches from chapter 4 and use them for the advance building

Adding hatches
10:46

We put the windows inside the frames

Adding windows
06:12

We change the looks of the window ornaments and put them on the bottom of the frame

Improving window ornaments
09:59

we now focus on the middle part of the buidling and adding the framework

Adding middle framework
09:10

We continue with adding more windows 

Adding more windows
10:17

In this lecture we create a top roof sealing for a nice transition for the roof and front part

Making top roof sealing
08:48

We remove the roof and replace it with a nice looking roof tile design

Adding roof tilles
08:42

In this lecture we focus more on the rear part of the building. We use a red brick texture for this

Adding texture for the rear of the building
10:24

We focus now more on teh looks of the textures and improving them a bit more

Improving textures
07:50

We improve the material on the side part of the buidling with a second plaster layer in combination with red bricks

Advance plaster material
06:51

We do some more texture improvements

Improving textures
10:51

we forcus more on the roof details and adding a roof sealing for a nice looking transition

Adding roof sealing
08:02

We will add more sealings and also adding some side ornaments

Side ornaments and sealings
08:51

We do a quick review and updaing all the materials for teh principled workflow

Updating all the materials
07:41

We add some small extra details to get a nice final model

Final details
10:28

We append the chimney from chapter 4 and improve the looks so it fits the advance building design

Append and improve the chimney
07:15

We make a low poly version of this building design

Making a low poly model (Optional)
06:39

We bake some texture maps for the low poly buidling

Baking texture maps (optional)
13:44

We import the low poly building and the high resolution version into unity and apply the baked maps with a LOD effect

Import building into unity 3D (optional)
06:19

We continue with the buidling we just created, but improving some parts to get a new design.

Making a new advance building design
07:02

In this lecture we build a side roof

Making a side roof
10:15
Adding roof tiles and sealing
09:01

we add the roof paerts into the library file so we can use it later

Adding roof in library files
05:03

We start with a new building design and start from scratch. We build a base and use a reference image to start with.

Creating base for new building design
07:07

In this lecture we make hole shapes to cut holes in the base object

Creating hole shapes for the window and doors
09:10

After cutting holes in teh base object, we add bevel lines and improving the base .

Adding bevel lines and optimization
07:12

We apply some basic textures.

Adding textures
07:45

we use an extra UV layer to apply concrete window frames

Concrete window frames
09:30

We mix two types of plaster for a rough look

Mixing plaster
07:49

We apply sandstone corners and sealings for a nice looking transition between bricks and plaster

Sandstone corners and sealings
10:20

in this lecture we add brick arches on top of the windows. 

Adding brick arches
11:54

We now focus on the side texture of the roof and mixing some details for a more realistic look

Improving the side texture
10:15

We update the roof and adding roof tiles

Adding roof tiles
10:37

We add windows into the concrete frames

Adding windows
07:30

We now make a top roof for this building

Making a top roof
09:48

We improve the roof tiles of the top roof 

Improving the roof tiles
07:53

In this final lecture we improve the materials for a final building design

Updating the materials
13:11

Short recap about what we learned in this chapter

Chapter_5_recap
00:41

** This is bonus/extra lecture content. This is not optional for this course. Please continue with chapter 6 if you like to follow the course program **


In this lecture we start with making a church block model and using a background image to set the right measurements and scaling

Making a church - modeling the base
08:03

We continue to work on the block model and adding more details for a betetr look

Making a church - Improving the block model
14:14

We make a rough block model for the side portal and start adding the roof.

Making a church: Side portals and roofing
09:35

Now it's time to add more detail. By adding some window holes we add more depth in the building.

Making a church - Adding holes in the tower
11:38

We continue with adding more boolean holes in the tower

Making a church - improving the front tower
06:57

We continue with the boolean and adding holes in the side wall.

Making a church - Adding side windows
15:29

we also need to have some windows on the rear, we use the same boolean method for adding the holes.

Making a church - Adding the rear windows
15:04

We start UV Unwrap the building and add an arch wall texture

Making a church - Working on the window texture
12:10

We continue with making an arch for the front portal door. we use the mirror modifier to get this right.

Making a church - Arch modeling
16:40

We tweak some textures like borders to improve the looks of the tower.

Making a church - improving the wall texture
08:34

In this lecture we focus on the top tower by making some holes in the wall.

Making a church - Adding more detail top tower
16:14

We continue with the side wall by adding window textures

Making a church - Adding side window textures
17:52

We also add some window textures on the rear of the building.

Making a church - Adding rear windows textures
12:56

The portal is still in block shape, we need to add more depth in it by using the boolean modifier.

Making a church - Improving the side portal
13:11

By adding a roof border we make a transition between the wall and the roof. we also add a roof texture.

Making a church - Border and roof textures
10:57

Now it's time for making church pillars, these will be added on the side and front walls

Making a church - making a church pillar
12:57

To add some varriation we make some sandstone ornaments.

Making a church - Sandstone details pillar
08:32

we continue to improve the pillars by adding more detail

Making a church - Improving pillars by adding detail
09:24

After finishing the pillars we duplicate them and putting them around the church.

Making a church - Duplicating church pillars
08:31

the side wall is still a bit empty, we make a border wall to make a nice transition.

Making a church - Creating a wall border
12:18

Now we focus more on the tower by making some new arch ornaments

Making a church - Creating tower ornaments
14:34

We also make some new pillars for some varriation and extra detail.

Making a church - Making tower pillar ornaments
20:11

We fill the holes with some small planks.

Making a church - Adding small planks in tower
13:54

small details are key for the final looks. By making some small pinnacles we get closer to the final design.

Making a church - Making small pinnacles
10:33

Now it's time for the extra side portall, we make one from scratch.

Making a church - Adding an extra side portal
17:04

We continue to create an extra side portall.

Making a church - Side portal part 2
17:07

We add and change some final details to finish the church model

Making a church - Adding final details
11:50
+ Chapter 6 - Nature
20 lectures 04:35:24

Short introduction what we will do in this chapter

Chapter_6_introduction
01:42

We go outside and take a closer look at grass in nature

Taking a closer look at grass
01:07

We start with a quick study of a photo showing a grass scene. After that we start with making some grass strands.

Introduction to grass, modeling strands
25:02

In this lecture we join the strands and try to make a realistic looking grass sod. We need to use the blender particle system.

Joining the grass strands
18:19

After completing the grass model, we apply a material on it

Grass material settings
08:38

In this lecture we will add more grass variation. We start with adding weed

Grass variation: Creating weeds
18:04

This lecture shows how we model flowers

Grass variation: Adding flowers
15:47

After completing the grass,weed and flowers we combine all these models together on a grass field. For this we will work with a particle system.

Making a grass field
27:00

In this video i show how the forrest is a great place for textures and how light behaves on surrounding objects

Collors of the forrest
01:14

In the following three parts we focus on rock design. In this first part we use the sculpt editor to make rock shapes.

Creating a Rock/Boulder
14:40

To add detail we use the material nodes to combine multiple textures and make it look like a mossy rock. This works the same as the fence, but we use different values to get the right result

Adding a texture to the rocks
18:21

In this lecture we put the rocks/boulders in a group and put these in the grass field. We also change the material values when we do viewport rendering.

Adding the rocks on the grass field
17:48

In this video i will explain something about trees in nature.

Getting_outside_Trees
00:56

This lecture highlights tree designs. For this we use ' The Grove 3D' this is a paid addon. This lecture is not optional, only for users who use this program this lecture is useful. You can skip the following lectures and download the sample trees.

Creating a tree
09:01

In this lecture we make a twig, we use a photo texture to model some leaves and apply a texture. (require the grove 3D addon)

Trees: Creating a twig
22:49

This lecture shows how we combine the leaves to make a twig. (require the grove 3D addon)

Trees: Improving the twigs
25:32

In this lecture we adjust the material of the leaves. We take a look what kind of trees you can make with ' The grove' and pick a style we like. we generate the tree and add it in our scene.

Trees: Generating the tree with The grove 3D
20:55

In this lecture we add more detail on the bark of the tree. We also make a small bush. If you don't have the grove 3D, you can watch this lecture to see how we add the tree in the scene.

Adding the tree to the grass field
21:06

In this lecture i will expain how to make a movie clip from your scene. also how to render this to a PNG sequence or a codec video file

Extra: Animations
06:40

Short recap what we learned in this chapter

Chapter_6_recap
00:43
+ Chapter 7 - Road and paths
8 lectures 01:04:53

Introduction video what we will cover in this chapter

Chapter_7_introduction
00:51

In this video i will explain the function of paths in environments.

Getting_outside_paths
01:09

In this lecture we take a closer look how to add a path in the scene. We use the weight paint tool for this.

Creating a path in your scene
10:26

In this lecture we change the color/texture

Change the color of the path
08:27

In this lecture we add ore detail by adding water puddles on the path.

Adding puddles on your path
10:28

In this lecture we focus on the creation of a cobblestone path

Creating a cobblestone road
19:55

In this lecture we copy some cobblestone models from the previous part and make pebbles for the sand path. we use the particle system to apply the pebbles.

Adding pebbles on the sand path
12:36

Short recap what we learned in this chapter

Chapter_7_recap
01:01
+ Chapter 8 - Light and atmosphere
7 lectures 01:01:41

Short introduction what we will cover in this chapter

Chapter_8_introduction
01:19

This lecure higlights the basics of light in blender. We start with point light and play with the settings

Basics of light
07:38

This lecture shows how sunlight works, we make a setup and play with the settings

Using sunlight
11:45

A more advanced technique for lighting the scene is working with environment textures. This lecture shows how to setup the settings to work with these maps. ** Update 1 march 2016 ** now with HDR 360 skies !!

Working with environment textures
11:50

This lecture highlights atmosphere fog. We use two varriations that we can use to add mist in the scene.

Volumetric mist/atmosphere
15:58

This is an extra lecture including a snow scene. You can use the scene to play with fog, light and snow material. Feel free to make your own variation and post it on the dashboard of this course.

Extra snow scene
12:00

Short recap what we learned in this chapter

Chapter_8_recap
01:11
+ Chapter 9 - Creating a scene from scratch
30 lectures 08:01:34

Before we start working on the environment scene i will introduce the lectures

Chapter_9_introduction
00:45

In this lecture we make a production plan and use a simple map to get started. This is usefull when working on a large environment scene.

Scene introduction
09:15

In this lecture we use the map to make a scene base. We make some low poly objects to get an idea how the scene looks like. We also put the camera in position.

Making a scene base
16:03

To find out what kind of mood the scene has and how to improve this, we start adding some basic textures. some of these will be changed later, but they help to make the first visualisation

Adding textures
16:16

In this lecture we spend some time making a canal border.

Making a canal border
17:05

The scene is setup, now it's time to append the building we created in chapter 4 and 5.

Appending the building assets
19:08

In this lecture we start with the creation of a gate. This lecture is split over two videos.

Making a Gate [A]
13:41

In this lecture we start with the creation of a gate. This lecture is split over two videos.

Making a gate [B]
15:26

Now it's time to add the cobblestone path. We use a technique to speed up this process without slowing down the viewport

Adding the cobblestone path
23:13

The scene is getting more shape, we can now add grass in the scene. We append this from chapter 6

Adding grass and making a small structure
23:28

In this lecture we add an environment texture. We set the mood of the scene so we can continue the development.

Adding environment texture
17:15

In this lecture we make a sandstone bench

Adding street props
21:38

In this lecture we start with the creation of trees. Keep in mind that we use the Grove 3D addon, this is not included in this course. This is a bonus video. you can download teh trees and add these into your scenes. This lecture is split in two separated videos.

Making trees [A]
11:31

In this lecture we start with the creation of trees. Keep in mind that we use the Grove 3D addon, this is not included in this course. This is a bonus video. you can download teh trees and add these into your scenes. This lecture is split in two separated videos.

Making trees [B]
17:27

In this lecture we focus on the buildings. We open some hatches, doors and make it looks more realistic.

Improving function of buildings in the scene
28:57

Because most of the buildings and props are set, we start with adding ivy. Blender has a free addon that generated growing ivy on objetcs. In this lecture i will explain the function and integration.

Adding ivy
25:50

We take a closer look at the gate and make some aditions. This lecture is split in two separated videos.

Improving the gate [A]
10:45

We take a closer look at the gate and make some aditions. This lecture is split in two separated videos.

Change a building [B]
11:29

In this lecture we improve the canal by adding a fence around it. We also make an addition so the fence get a function in the scene. i will explain why this is important.

Making a canal fence
22:21

In this lecture we put more props in the canal

Improving the canal
25:40

In this lecture we add some street props. they help to fill up your scene. This video is split in two separated videos.

Adding street_props [A]
11:26

In this lecture we add some street props. they help to fill up your scene. This video is split in two separated videos.

Adding street props [B]
16:08

We take a closer look at some objects and improve these. this lecture is split in wto separated videos.

Improving scene objects [A]
13:59

We take a closer look at some objects and improve these. This lecture is split in two separated videos.

Improving scene objects [B]
13:08

In this lecture we add some leaves to fill up the road. This lecture is split in two separated videos.

Add leaves and flowers on the path [A]
13:46

In this lecture we add some leaves to fill up the road. This lecture is split in two separated videos.

Add leaves and flowers on the path [B]
12:29

To put more varriation on the path we add some dead leaves and flowers.we use these models from chapter 6

Apply leaves and flowers on the path
26:06

In this lecture we make a render and focus on the compositor. I use the compositor for color managment and adding a bit of fog.

Making a render and use the compositor
12:12

After a quick review we take a closer look and move some buildings to improve the looks of the scene.

Improving the scene by making changes in the scene
13:41

Short recap what we learned in this chapter

Chapter_9_recap
01:26
+ Chapter 10 - Final review + tips & tricks [Bonus]
7 lectures 59:54

After waiting a week we take a closer look and review the scene

Chapter_10_part_1
05:32

After moving the camera, we need to add some new details in this lecture i show how we do that quickly

Chapter_10_part_2
08:43

In this lecture we change the material of the window to add nice reflections

Chapter_10_part_3
06:00

In this lecture we change the environment light and try to find a different mood in the scene.

Chapter_10_part_4
07:05

In this lecture we change some objects like trees to make a nice composition.

Chapter_10_part_5
10:11

In this lecture we add volume fog in the scene.

Chapter_10_part_6
12:02

Final review and some tips and tricks for your environment development

Chapter_10_part_7
10:21