
Learn how to navigate the provided references, physically based rendering textures, decals, Blender materials, and mask-baking script. You’ll configure Material Preview, Cycles GPU rendering, denoising, and Cavity settings for clearer and faster viewport feedback. These setup steps prepare you to model, texture, and transfer the chest effectively into Unreal Engine 5.
Build the chest’s initial blockout from a cube and a 20-sided cylinder while practicing essential viewport controls and transform tools. You’ll shape the lower body, remove half of the cylinder, and adjust its scale and overhang to match the reference. This creates a practical foundation for both the closed and open chest variants.
Develop the chest’s stylized silhouette by creating inward curves, adjusting pivot points, and shaping the upper section with edge loops. You’ll use Solidify, Bevel, Split, Separate, and Mirror operations to form distinct planks with softened edges and visible gaps. You’ll also clean unnecessary topology and refine the transition between the lid and base.
Refine the upper and lower wooden planks using X-Ray selection, beveling, edge cuts, and Local View. You’ll copy Solidify and Bevel modifiers, split connected plank geometry, and correct overlaps for more believable intersections. These adjustments establish a clean wooden form before adding the curved metal reinforcement.
Learn how to model a curved horizontal metal reinforcement that conceals plank intersections and supports the chest design. You’ll use edge loops, proportional editing, hidden geometry, and inset extrusion to create evenly spaced decorative recesses. You’ll also apply object scale correctly so inset borders follow the visible shape.
Develop a chunky metal ornament with a tapered reverse-S profile that follows the chest’s curved front. You’ll refine its shading and bevels, then duplicate and scale the geometry in Edit Mode to maintain consistent bevel widths. Practical alignment and pivot techniques help you position the finished pieces around the hinges.
Learn how to reuse the front reinforcement to build a curved side strip with recessed details and asymmetrical metal decorations. You’ll create optimized studs, copy modifiers, and adjust geometry without changing bevel proportions. You’ll also apply location, rotation, and scale correctly to mirror components across the chest.
Create a vertical metal brace with an irregular silhouette, concave curvature, and recessed crossing panels. You’ll use edge loops, beveling, inset extrusion, and boundary filling while resolving artifacts caused by angled surfaces. The lesson also shows you how to rebuild the lower topology for cleaner bevels and smoother shading.
Learn how to complete the chest’s lower metal supports using separate geometry, controlled extrusions, edge loops, and custom curves. You’ll assign specific bevel weights, configure Mirror modifiers, and reuse existing parts to create consistent front, side, and back details. These techniques help you maintain clean topology while building a symmetrical, believable support structure.
Discover how to resize the chest body and construct a continuous metal border with editable thickness and custom corner supports. You’ll refine the lid gap, manage mirroring, correct bevel weights, and troubleshoot modifier settings such as Clamp Overlap and real-time display. By the end, you’ll have a proportioned border assembly that remains visible and functional when the chest opens.
This lesson shows you how to add transition details and model a curved metal lid support from a single vertex. You’ll draw the profile manually, extrude it for thickness, add selective bevel topology, and adjust edge placement to create balanced gaps. The result is a smoother, stylized support that follows the chest’s lid angle cleanly.
Develop practical methods for refining the curved support, adding a raised central band, and controlling its bevels and mirrored geometry. You’ll reshape connected components for a thicker silhouette, correct intersections, and reuse the support to build a symmetrical interior ornament. Proportional Editing, hidden selections, and targeted vertex adjustments help you form a balanced spiral-like detail without distorting existing bevels.
Learn how to correct the chest’s movable sections and model detailed lower belt holders from a single mesh. You’ll use vertex beveling, insets, weighted edges, local transformations, and a Mirror modifier to create clean, symmetrical components. These techniques help you avoid movement and topology issues while keeping the stylized design practical to edit.
Create the upper metal decorations by shaping, beveling, and extruding a reusable plus-shaped mesh. You’ll refine the topology with triangulation, quad conversion, and manual beveling before positioning the piece and mirroring it across the chest. This process produces a layered, symmetrical design with geometry that remains suitable for later setup.
Develop the chest hinges and curved handles using a low-sided cylinder and an adjustable Bezier curve. You’ll control curve depth and resolution, convert the handle to a mesh, remove hidden faces, and join the parts into an efficient assembly. Careful placement, smoothing, and mirroring will give you believable paired belt attachments.
Build thick stylized belts with curve paths that wrap naturally over the chest and through the metal holders. You’ll shape tension and tapering with subdivisions, convert the curves to meshes, and refine the form with proportional editing and beveling. Limited Dissolve and mirroring help you reduce unnecessary geometry while preserving a consistent silhouette.
Learn how to soften the belt edges using insets, boundary loops, and controlled vertex sliding. You’ll repair overlapping geometry, adjust organic contours, and refine shading to create cleaner belts with a more believable profile.
Develop the main chest lock and its raised decorative insert while preserving topology for later bending. You’ll shape the curved profile with proportional editing, bevels, insets, and horizontal edge loops, then add depth and close visible openings.
Create a symmetrical keyhole ornament from a Bezier curve and convert it into a deformation-ready mesh. You’ll reduce unnecessary vertices, build connected topology with vertical loops, form a surrounding ring, and extrude a shallow keyhole recess without creating problematic n-gons.
Master the process of fitting and bending the completed lock around the chest with Simple Deform and Lattice modifiers. You’ll refine the rear coverage, repair bevel issues, smooth the shading, and prepare the final topology for export to Unreal Engine.
Learn how to add restrained variation to the chest planks by adjusting gaps, widths, edge loops, and Solidify-generated forms. You’ll also apply Mirror modifiers to key chest components, establishing clean geometry for UV preparation.
Develop practical methods for normalizing object scale so the chest components receive consistent UV density. You’ll inspect and correct Bevel and Solidify settings after applying scale, then verify mirrored geometry before UV unwrapping.
Create a UV checker material and use Smart UV Project to identify stretching or missing UV information across the chest. You’ll apply Solidify modifiers to convert plank depth into mesh geometry, re-unwrap the pieces, and organize completed sections for an efficient workflow.
Build your skills in unwrapping the chest’s metal framework using Smart UV Project, marked seams, and Minimum Stretch where appropriate. You’ll evaluate bevel-related artifacts, reduce fragmented UV islands on curved bands, and use UV selection tools to prepare an efficient layout while retaining Mirror modifiers for faster editing.
Develop practical UV unwrapping methods for curved metal edges, hinges, belts, rings, and the decorative lock. You’ll apply modifiers, place seams, reduce distortion with Minimum Stretch and Conformal methods, and divide complex forms into cleaner islands. Manual stitching and island cleanup will help you create a usable UV layout for the chest’s most irregular details.
Learn how to assign and link wood, metal, lever, and moss materials across the pirate chest. You’ll apply Mirror modifiers so duplicated pieces receive separate UVs, then standardize island scale and pack the layout with consistent margins. You’ll also correct UV rotation to keep the wood grain aligned.
Create rounded metal bolts from a modified UV sphere and give them a distinct material for clearer visual separation. You’ll correct inverted normals, adjust the object origin, and configure Face Project snapping so bolts align properly with curved surfaces. You’ll then duplicate, vary, and mirror the bolts across the upper chest and reinforced front areas.
Finish the chest hardware by placing rear bolts and reshaping existing geometry into square bolts for the lever belts. You’ll use local transforms, snapping, duplication, and mirroring to add consistent details to belts and hinges. Finally, you’ll standardize the UV scale for every bolt and pack the islands while preserving important texture orientations.
Learn how to place and adapt decorative decals across the pirate chest using face snapping, lattice deformation, and proportional editing. You’ll mirror and reshape weapons, insignias, and ornaments so they fit flat and curved surfaces while preserving mesh depth. These techniques prepare the details for effective ambient occlusion, cavity masking, and Nanite rendering in Unreal Engine 5.
Organize the chest into upper, lower, and decal collections so each section can be controlled and exported predictably. You’ll separate the lid before baking to prevent unwanted ambient-occlusion patches, then create a fitted gold pile by trimming and shaping a plane. This structure keeps the scene manageable while preparing clean geometry for later processing.
Understand how ambient occlusion and curvature masks add contact shadows, cavity definition, and procedural edge wear to the chest. You’ll preview Blender’s baking process with an Image Texture and use Geometry Pointiness with a Color Ramp to isolate sharp edges. This practical overview explains the mask logic that the automated script will later apply.
Learn how to use a Blender Python script to bake ambient occlusion and cavity masks for the pirate chest while excluding decals from the shared UV space. You’ll preview and validate both masks with temporary materials, Color Ramps, and View Layer material overrides, helping you identify issues such as incorrect face orientation before continuing.
Create separate open and closed chest variants while correcting belts and other hanging details to match the lid’s position. You’ll organize non-destructive collection duplicates, align each complete model, and export the closed chest as GLB and the open chest as FBX with appropriate modifier, tangent, orientation, and smoothing settings. You’ll also export the supplied moss asset, leaving all required files ready for Unreal Engine 5.
Set up a Blank project in Unreal Engine 5.8 and create an organized level for the pirate chest. You’ll learn practical viewport controls, restore the default editor layout when needed, and configure the Content Browser so project assets remain easy to access.
Learn how to import the closed chest GLB and FPX files into Unreal Engine with appropriate tangent, normal map, Nanite, and light map settings. You’ll consolidate duplicate material instances, reuse the GLB materials on the FPX meshes, and establish a reliable reimport process for later corrections.
Develop practical methods for refining the chest’s imported Material Instances in Unreal Engine. You’ll adjust color, brightness, roughness, texture tiling, and normal intensity for gold, metal, leather, wood, and decals while checking the results under different lighting angles.
Learn how to extend Unreal Engine 5’s GLTF master material with a custom curvature effect driven by the baked chest cavity texture. You’ll build adjustable color, power, and intensity controls, then organize them into a clear parameter group. This setup lets you refine edge highlights independently across material instances without modifying the engine’s original material.
Develop an ambient occlusion system by adapting the curvature nodes in your custom Unreal Engine 5 master material. You’ll apply the material to the chest instances and adjust masks, colors, and coverage to create restrained rust, worn leather, and dirt around metal cavities. These controls help each surface retain its character while sharing one practical material structure.
Refine the chest’s wood and leather materials so their colors, highlights, and ambient occlusion work together consistently. You’ll adjust the wood mask to compensate for shallow ridges, then rebalance the leather belts through targeted Base Color changes. These focused edits improve material separation while keeping the chest visually cohesive.
Learn how to add procedural moss with Unreal Engine 5’s Substrate Horizontal Blend and Substrate Slab Simple materials. You’ll generate a custom normal, extract packed roughness data, and combine ambient occlusion with tiled noise to concentrate irregular moss around cavities and edges. The resulting shared overlay adds believable surface aging across the chest’s wood, metal, and other materials.
Build an Unreal Engine Actor Blueprint that provides the foundation for an interactive chest. You’ll add a movable Static Mesh and a 200-by-200-by-200 Box Collision interaction zone, then configure overlap settings so nearby players can be detected reliably.
Learn how to build a short Unreal Engine Timeline that gives the chest a believable squash-and-stretch motion. You’ll animate its three-dimensional scale with a Vector Track, then add an Event Track that triggers the mesh swap at the point of maximum compression.
Connect the E key to your chest animation while limiting interaction to players inside the Box Collision zone. You’ll use an overlap check, Branch node, and relative scale control to create a practical input system with a responsive elastic motion.
Create an opening and closing system that swaps the chest mesh at the correct point in the scale animation. You’ll track its state with a Boolean variable, customize its material for presentation, and configure input so multiple chest instances can respond independently.
A stylized prop can look finished in a render and still fall apart in a game engine. Inconsistent UVs, misplaced wood grain, rigid materials and a clipping opening animation can all undo the work you put into the model.
That is the production problem this course solves.
Across 44 lessons and approximately 7.5 hours, Luke from 3D Tudor takes you through one complete Blender-to-Unreal Engine 5 workflow. You will model the pirate chest from scratch in Blender 5.2, prepare the UVs and generated masks, export the finished asset, build reusable materials in Unreal Engine 5.8, and turn it into an animated interactive Blueprint.
No previous Blender or Unreal Engine experience is required. Every stage is shown step by step with on-screen key displays. Beginners can follow the full route, while experienced artists can move quickly through familiar sections and focus on masks, materials and interaction.
Build a Complete Stylized Game Prop from Scratch
You will begin with simple forms and develop them into a strong, readable treasure chest with soft edges, broad bevels and clear curvature. The build covers the wooden body and curved lid, metal reinforcement, leather straps, locks, hinges, bolts, lever flaps and pirate-themed decorative details.
Large shapes establish the silhouette, medium forms explain construction, and small details support the pirate theme. You will use non-destructive techniques where they help, keep the topology workable and organise the asset for the UV, export and Blueprint stages.
Design the Open and Closed States Properly
A simple lid rotation can make the lock overlap, the straps pass through the lid and flexible-looking parts hang badly. A rig or physics setup could solve some of this, but it would add unnecessary complexity to a focused stylized prop.
Instead, you will create dedicated closed and open versions. This gives you direct control over the lid, lock, straps, lever flaps and interior-facing forms, allowing each state to be posed deliberately.
In Unreal Engine 5, a short scaling animation hides a precisely timed mesh swap. The result is a responsive arcade-style transition without a hinge-only rotation, skeletal animation or strap physics, and the same state-based idea can be adapted to other stylized props.
Prepare UVs, Decals and Masks That Support the Materials
You will unwrap wood, metal, leather, curved parts, mirrored components and multiple material groups while controlling seams, stretching, UV density and orientation. Particular attention goes to wood-grain direction, because a valid unwrap can still look wrong when the grain fights the construction.
Pirate-themed decals add readable surface storytelling without forcing every emblem into the base geometry. You will organise these decorative elements for export and use them as part of the chest's Nanite-oriented detail workflow.
You will also generate ambient occlusion and curvature or cavity data in Blender. These masks help strengthen contact, recessed forms, edge definition, ageing and wear once the material system is built in Unreal Engine. A supplied Python mask-baking utility lets you follow the same preparation route used in the lessons.
Move Cleanly from Blender to Unreal Engine 5
The export section shows how to organise the meshes, preserve useful material assignments and transfer both chest states through GLB and FBX workflows. Rather than promising a magical one-click hand-off, the course explains what the Unreal Engine stage needs and how the Blender structure should support it.
You will arrive in Unreal Engine with a clear asset hierarchy, recognisable material groups and separate open and closed meshes that are ready for reconstruction, variation and interaction.
Build Procedural Materials You Can Reuse
In Unreal Engine 5.8, you will create reusable master materials and material instances instead of locking the chest into one finished look. Generated masks, ambient occlusion, curvature, cavity information and noise are used to drive the surface rather than being treated as decorative extras.
Exposed parameters give you practical control over wood colour, metal response, gold treatments, edge definition, recessed detail, ageing, wear and procedural moss. Substrate blending is introduced where it supports the layered material result.
The goal is a system you can art-direct, not the largest possible node graph. The same setup can produce a clean reward prop, a worn pirate asset, a gold-accented chest or a moss-covered ruin find without repainting everything.
Turn the Chest into an Interactive Blueprint
The final stage connects the artwork to game-facing behaviour. You will set up the open and closed meshes as switchable states, detect player proximity, accept input, track the current state with a Boolean variable and branch, and drive the transition with a Blueprint timeline.
A brief scaling motion makes the interaction readable and hides the swap at the least noticeable point. You will support opening and closing, then test the finished chest from the player view in an example Unreal Engine scene.
What You Will Be Able to Do
Model and art-direct a complete stylized pirate chest, including wood, metal, leather, locks, straps, hinges, bolts and decorative forms.
UV unwrap curved, mirrored and multi-material components while controlling seams, distortion, density and texture direction.
Bake and use ambient occlusion, curvature and cavity masks to improve contact, wear, edge definition and material variation.
Prepare dedicated open and closed asset states and export them through GLB and FBX workflows for Unreal Engine 5.
Build reusable procedural materials with adjustable wood, metal, gold, ageing, wear, cavity and moss controls.
Create a Blueprint interaction with proximity detection, input, state tracking, a timeline, scaling animation and a precisely timed mesh swap.
A 65-File Course Resource Pack Is Included
The verified resource pack gives you the references, textures, decals and utility used throughout the workflow:
1 Blender resource file containing the supporting scene, materials and asset setup.
1 Python utility for ambient occlusion and cavity-related mask baking.
6 PNG reference images covering the open and closed chest.
25 PBR texture files across wood, metal, leather, moss and gold-trinket sets.
32 pirate decal files built from 8 emblems, with Base Color, Alpha, Displacement and generated OpenGL Normal maps.
The pack supports the training rather than replacing it. You will still build and prepare the prop through the lessons, but you will not need to stop halfway through the project to search for unrelated reference or texture files.
Who This Course Is For
This course suits beginner Blender artists building a first hero prop, aspiring prop and environment artists learning a Blender-to-Unreal workflow, Unreal Engine users exploring procedural materials and interaction, and portfolio builders who want more than a static render.
It is also useful for intermediate artists who already understand the basics of modelling and want a focused study of open and closed mesh states, generated masks, material instances, Substrate and approachable Blueprint logic. You can move quickly through familiar modelling steps and spend more time on the production decisions that make the asset reusable.
A Focused Prop Workflow
The course stays deliberately centred on the pirate chest. It does not build the surrounding jungle-temple environment, create a skeletal rig, simulate the straps with physics or use a hinge-only lid solution.
That tighter scope is a strength. You can take one asset from the first blockout to a finished interactive result without turning the project into an entire environment or character-animation production. Every major section supports the same final goal: a polished prop that looks intentional, stays adjustable and behaves clearly in-engine.
Your Final Result
By the end of the course, you will have a stylized pirate chest with separately art-directed open and closed states, organised UVs, generated masks, customisable Unreal Engine materials and a responsive Blueprint opening system.
You will also have a repeatable route for future props: Blender blockout, stylized modelling, UVs, masks, decals, GLB or FBX export, Unreal Engine master materials, material instances and state-based interaction.
Build each stage alongside the lessons, create a material variation of your own, and finish with a prop you can present, customise and place into another Unreal Engine scene.
Luke - 3D Tudor