
Set up and organize your Blender game art project by creating a desktop hotel project folder, a Blender subfolder named Hotel CBS, and a wireframe toggle hotkey.
Model, extrude, and trim corner wall panels in Blender for a game environment interior, adjust dimensions in meters, and duplicate panels for consistent interior detailing.
Explore modeling a wall doorway in Blender for game art, beveling sharp edges, and adding bubbles to panels to increase realism using inset, extrude, and bridge edge loops.
Adopt naming conventions to organize game art panels for a studio pipeline, labeling ceiling, wall divider, corner, wall, doorway, door frame, and window panels; preview future high/low poly baking notes.
Master UV unwrapping in Blender by using automatic Smart UV Project or manual seam marking to lay out panels on a zero to one UV grid for accurate texturing.
Flip normals to ensure blue fronts and red backs, then export interior panels and interior_walls_export both individually and together for substance painter.
Open Blender, load the interior wall models, and bake maps from the low poly mesh to prepare textures in Substance Painter. Export 2k-4k textures for Unreal, and save the project.
Apply wallpaper texture to a wall using a tree bark grunge material, adjust projection and opacity, then mask to shape the trim for Unreal Engine 5.
Install Unreal Engine 5 through the Epic Games Launcher, sign in, and launch an early access first person template hotel game environment.
import fbx models and textures, create a wall panel material in Unreal Engine 5, assign base color, normal map, metallic, roughness, and ambient occlusion, then apply the material to the panels.
Clear the viewport, set pivots, and align wall pieces; then lay out a doorway and level using grid snap, rotate, and duplicate operations for a game environment.
Continue building the level layout in blender by duplicating walls and doorway pieces, rotating corners, and using previews to refine spacing before saving progress.
Advance the layout by adding panels, lighting, and signage to build depth for the game scene in Blender, rotate and align pieces, and plan collision for walkable doorways.
Continue the layout in Blender and wrap up the scene by creating assets like elevator doors, signage, trashcans, tables, and lights, then assemble the hallway for a realistic hotel environment.
Learn to unwrap and UV project assets in Blender using smart UV projection, mark seams, and manual edits for optimal textures on high- and low-poly game assets.
Texture Blender assets in Substance Painter by baking mesh maps at 4k or 2k, then use black masks and chrome textures on the elevator door.
Texture doors for game art by using Substance Painter workflows to adjust plastic materials, colors, roughness, and masks, adding depth with height and normal details.
Learn how to import Blender-created assets into Unreal Engine 5, organize folders, assign textures and materials, adjust pivots, and prepare props for scene placement.
Build levels in Blender by aligning doors and signs, rotating to 90/180 degrees, duplicating components, testing in play mode, and prepping walls with grunge textures and custom props.
Download the bonus props, import fire extinguishers and paintings, position and duplicate them with pivot adjustments, then create and apply materials using base color, normal, roughness, and metallic maps.
Design immersive hotel-style lighting in Blender using spotlights and cone direction, adjust color and shadows, and test through playthrough to ensure the environment reads clearly.
Create a wood flooring material with color, normal, and ambient occlusion maps, then tile it on the floor and ceiling using texture coordinates and a multiply node, while previewing lighting.
Light a dark interior with a point light, adjusting color and intensity. Duplicate and position lights to create dramatic mood, then refine by dimming fixtures and testing the scene.
Balance interior lighting by adjusting, turning off, or dimming hallway lights, and create color offsets for realism. Run quick play tests and plan adding smoke and fire next.
Explore adding particles in Blender to create ambient dust, fireflies, smoke, and fire, using drag-and-drop and duplicates while previewing lighting to balance effects.
Enhance a Blender game scene with decals, blood puddles, and layered textures from Photoshop, adjust orange lighting, and perform a quick playtest to refine walls and props.
This Blender for Game Art Course was designed to teach anyone using Blender a typical pipeline and workflow that you may see at a gaming studio. We start off by learning how to 3D model a modular set using Blender, then UV Unwrap and Layout, for Texturing inside of Substance Painter. Shortly after texturing, we import our 3d models and textures into Unreal Engine 5. After creating materials we begin lighting our environment, add decals for dirt, blood, and particles for fire, smoke, and dust. This is one of the most informative and hands on course out and you will learn things that will help build an impressive portfolio. I've worked in the gaming Industry for the last 5 years and I've picked up workflows that make this pipeline efficient and fun. UE5 is the latest game engine that studios will want artist to know, and by taking this course will ensure that you're familiar with the UI, and most elements, to be able to handle almost any task. The reason why I chose to add Substance Painter into the workflow is because it's the industry standard texturing program, and I will prepare you for being able to procedurally texture or hand-paint any UV'd 3dmodel or asset.
So If this sounds like something you'd be interested in...…I'll see you on the inside!