
Explore cathedral interior references to guide modular architecture, lighting, and mood for a 3d game environment, using mood boards, pure ref, and block-out planning in Unreal Engine.
Create a cathedral blockout by building a central eight-sided base, placing and duplicating pillars, adjusting proportions, and shaping an arch with a sweep modifier for a game environment.
Create a cathedral blockout by shaping a cube around a centerline, trimming with swift loops, then mirror with symmetry and use instance copies for modular assembly in the game environment.
Master cathedral blockout techniques for a 3D game environment by building ceilings and planes, extruding walls, crafting cylindrical ornaments, and applying symmetry, detach/attach, and boolean workflow.
Use boolean operations and visibility controls to quickly block out cathedral components, adjusting scale and positioning, then define layers, windows, pillars, and a ceiling.
Develop the blockout for the ceiling by duplicating pieces, rotating to 90 degrees, aligning with center lines, and using symmetry and planes to fit without clipping in the final engine.
Align the cathedral blockout by establishing a center point, then duplicate beams and lines to shape the ceiling arch, using snapping and symmetry for precision.
Continue the cathedral blockout by adding planes, adjusting segments, duplicating sections for symmetry, and planning a dome, doors, and windows for the final design.
Duplicate the centerpiece seven times to form the cathedral dome blockout and test rotations for clean connections. Use snapping and reference lines to align walls, pillars, and ceilings.
Attach pieces into a single blockout, rotate and align the ceiling with surrounding walls, then use isolation and pivot tweaks on the x-axis for symmetry.
Finish the cathedral blockout by refining wall and door alignment, applying symmetry, extruding and beveling details, and preparing for final pieces with non-destructive edits and boolean operations.
Begin blocking the base pillar for the cathedral scene, applying bevels and weighted normals to achieve smooth surfaces. Save iterations, use a weighted normals script, and keep a non-destructive workflow.
Finish creating the cathedral pillar base by block-out detailing the floor, applying bevels, and using symmetry and precise scaling to build a modular, smooth pillar for duplication.
Build the main archway for the cathedral environment by creating a platform with support beams, shaping circular spines, aligning pivots, and refining symmetry through iterative editing and extrusion.
The lecture presents a block-out of the cathedral main archway, detailing profile creation with splines, cylinders, and bevels, and refining symmetry, occlusion, and bevel placement for a cohesive structure.
Create a cathedral archway by duplicating and rotating spline pieces, attaching and welding them into one unit, centering the pivot, and refining with sweeps and normals.
Build the main archway by placing a wall above the arch with snapping and careful scaling, then optimize with cuts and symmetry to prevent clipping.
Build the cathedral's main archway by duplicating pieces, collapsing geometry, beveling edges, and aligning center lines, while blocking out the back wall and adjusting normals for a smooth form.
Extend the cathedral back wall by building two versions of modular pieces, finish one base piece, duplicate and tweak scale, profiles, and trims for consistent symmetry and arced shapes.
Leverage symmetry and optimization to refine the back wall, merge segments, and apply a threshold cutoff around 0.2, collapsing lines for a clean, integrated cathedral setting.
Take measurements, layout wall and pillar blocks, align pieces, and optimize with bevels and normals to set up a window on the cathedral back wall.
Create the cathedral back wall by shaping smooth slopes, bevels, and windows, positioning pillars, and refining arches with line modifiers for a cohesive, block out driven design.
Create a base, duplicate and scale pieces, adjust to avoid clipping, apply bevels and weight normals, then use symmetry to finish the cathedral back wall.
Continue building the back wall by refining the arch profile, establishing symmetry, and extruding beveled shapes while aligning components to avoid clipping. Then plan the ceiling and window texture mapping.
Build the cathedral ground floor ceiling by shaping arches and panels and aligning them to the mesh with no gaps. Duplicate and mirror parts, adjust normals and bevels for symmetry.
Create the cathedral ground floor ceiling and arches by selecting, duplicating, and flattening faces, aligning edges, and using the layout editor to build symmetrical archways, adjust normals, and finalize bevels.
Create the ground floor cathedral ceiling in part 3 by sculpting ornate centerpieces, scaling and aligning pieces, applying pivots and symmetry, and merging geometry for a seamless ceiling.
Create a detailed ground floor ceiling for a cathedral by aligning centerlines, flattening to the z axis, refining vertices, and smoothing with subdivision and relax tools.
Create the cathedral ground floor ceiling using soft selection, symmetry, smoothing, and incremental edits to edge flow and blocking on planes, with a stone floor for a polished game environment.
Set up a measurement plane, duplicate and align blocks to form arches, pillars, and walls, then refine the center walkway with extrude operations and smoothing for a cathedral environment.
Block out and duplicate arch pieces to shape the cathedral’s top window, then add a glass frame with extrusions and bevels, refining normals for a clean, closed opening.
Create and assemble the top window by modeling supporting boxes, a circular frame, and bevel edges, align parts with snapping and pivot centering, and prepare for an optimization pass.
Create the cathedral ceiling in a 3D game environment by refining center bars, bevels, and window geometry, aligning components, and testing symmetry for a polished, optimized top window design.
Create and align the cathedral's main ceiling by modeling, duplicating, and rotating ceiling segments, refining their alignment with sweeps, cuts, and blends while checking from top and side views.
Move and align ceiling segments to establish a symmetric main ceiling, refining placement, edges, and loops. Prepare for optimization, normals, and light-map considerations before unwrapping and texturing the cathedral ceiling.
Start optimization on our modular cathedral pieces by refining pivots, removing hidden faces, and applying smoothing and normals, then optimize topology for light maps and future box off mesh.
Finish optimization on our modular pieces by pruning geometry, adjusting normals, and preserving key arches, while copying efficient sections to boost performance in a 3d game environment cathedral creation.
Continue refining the cathedral back piece by centering and aligning components, testing ceiling offsets, and using instances and symmetry to prepare for unwrapping and mapping.
Create the back of the cathedral by merging, moving, and extruding pieces, using unique, collapse, and bevel techniques to build a consistent, symmetrical profile with proper normals.
In creating the cathedral back, the instructor aligns and duplicates architectural pieces, enforces symmetry, centers components, and refines pillars, walls, and ceiling for a cohesive look.
this lecture guides building the cathedral back by duplicating and aligning arches, walls, and floors, then creating the ceiling and lighting, with smoothing and merging pieces.
Move and center back faces, duplicate sections, and use slice, border select, and extrusion to shape the cathedral’s back wall, then refine normals and weld vertices for a cleaner ceiling.
Create the cathedral back wall by shaping wall planes, testing window absence, aligning and extruding components, merging pieces, and refining the ceiling with snapping and normals checks.
Select and isolate cathedral wall sections, shape them by extruding and duplicating, and test variations, like removing a window, to refine symmetry and placement.
Learn to align cathedral back geometry in a 3D game environment, eliminating gaps and clipping, merging beams, duplicating sections, and preparing high-quality light maps and a custom shader.
Refine the back of the cathedral by aligning pieces, deleting stray faces, and correcting weights and normals, then test rotation with a dummy object and linked duplicates for proper offset.
Forge the cathedral entrance by building the main wall, adding a door piece profile, and using clipping, boolean operations, and symmetry to shape ornate trim and surrounding architecture.
Build the cathedral entrance by shaping a spline-based profile, placing arches, and refining walls with sweep modifiers, bevels, and glass inserts to finalize the geometry for a game environment.
Explore creating the cathedral entrance by building the back wall, duplicating pieces, and refining geometry with normals and smoothing, while planning backups and the upcoming materials chapter.
Design brick material height map in Substance Designer using a flexible generator to cover bricks, stones, and pillars with dirt, color, and roughness.
Create a brick material height map for a cathedral environment by tweaking deep moisture noise, slope, and parallax settings while previewing in marmoset toolbag.
Create a brick material height map by building non directional blue masks, applying gradients, noise, and flood fill to simulate cement edges and surface variation.
Create a brick material normal map using layered noise, masks, and levels to control height, spills, and dirt, then blend stone and cement normals for a cohesive base color.
Create a cathedral brick material base color by crafting four stone variations, using a photo-based base texture from textures.com, and blend colors with overlays, masks, and normal and roughness maps.
The lecture guides creating a brick base color for a cathedral environment, refining materials with normal maps, color variation, dirt, leaks, and masks, then lighting and rendering to reveal depth.
Develop a brick material base color for a cathedral environment by crafting directional gradients, white leaks, and cement textures through flood fill, noise, masks, and layered blends.
Develop and refine a brick material base color for a cathedral environment by layering concrete noise, dirt overlays, and normal map techniques with masks, occlusion, and curvature adjustments.
Learn to expose and control brick material parameters in Substance Designer, using gradients, levels, switches, and histogram tools to create modular, adjustable wall textures.
Apply final polish to brick material by adjusting cement depths, roughness, normal and height maps, and masks, then fine-tune edge blending and dirt for a cohesive cathedral environment.
Create a plaster material for the cathedral environment by exporting base color and maps (normal, height, roughness), applying noise, curvature, and grain, then save and apply to the floor.
Create a tiled cathedral floor texture from a base material, using references, adjusting tiling, color variations, noise, and normals, then export and preview height, normal maps, and base color.
Create a detailed floor material for a cathedral environment by deriving stone colors from grayscale, generating pebbles with a generator, and layering normals, dirt, and masks via advanced blending.
unwrap modular pieces using VW map and textiles plugin, import materials, and apply stone and plaster textures, adjust UV seams, straighten and relax geometry for clean unwrapping.
Unwrap modular cathedral pieces, apply uniform and grayscale colors, map UVs with box and planar methods, adjust textures and export outputs as bitmaps for cohesive game environments.
unwrap modular cathedral pieces, flatten and relax geometry, assign materials, and build clean seams with box uv mapping for a polished 3d environment.
Unwrap modular cathedral pieces using uv maps, box maps, and plane maps; align textures, copy and paste elements, and adjust materials to create seamless environment textures.
Unwrap modular cathedral pieces, apply brick textures with box UV maps, adjust seams, and copy unwraps across parts to create a cohesive 3d game environment.
Unwrap modular cathedral pieces and texture the environment using floor and wall materials, box maps, and targeted uv maps while adjusting normals and weights for coherent 3d game environments.
Explore how to unwrap modular cathedral pieces, adjust back faces, and apply materials, then fix UV maps by relaxing, breaking, ironing, and stitching to achieve clean texture tiling.
Master unwrapping modular cathedral pieces, applying box map UV mapping, and using symmetry and texture tweaks to achieve seamless UVs and consistent textures.
Unwrap modular pieces to build a 3d game environment, detailing a production workflow, feedback loops from artists and leads, and storytelling through lighting and materials.
Unwrap modular pieces and build 3d game environments by mastering environment art and materials, while refining your portfolio through mentorship and interviews with major studios.
unwrap the arch pieces into a uv2 light map, paint a mask in substance painter for variation, and set up materials before exporting to unreal engine.
Create a flexible master material in Unreal Engine, import textures, set up base color, height and normal maps, and expose parameters for color and tiling to reuse across all assets.
learn to create a mosque master material in unreal engine by baking maps in substance painter, configuring rgb channels for dirt and occlusion, and using smart masks.
Create a master material in Unreal Engine that uses an AoE dirt mask, tunable roughness and dirt strength, and layered normals for micro detail with tiling control.
Organize the master material in Unreal using groups and priorities for base color and maps. Paint a final mask in Substance Painter and prep the shader and trim sheet.
Set up materials in Unreal Engine by importing textures, creating wall and concrete materials, applying height, normal, and roughness maps, and balancing AO, dirt, and lighting for realism.
Create trim sheet materials for a cathedral environment by baking normal maps and an off map from high-poly shapes onto a low-poly plane in Marmoset Toolbag.
Create a cathedral trim sheet material by baking alpha masks, generating height maps, and texturing metal in Photoshop; unwrap, map, and export for Unreal.
Source diverse glass textures from textures.com, adjust them in Photoshop, and map three textures onto cathedral glass windows in 3ds Max using UV mapping and diffuse color to craft realism.
Refine a stained glass material for cathedral windows, adjusting roughness, translucency, and normals, bake lighting, and test textures to achieve realistic glass and metal detailing.
Learn to set up and differentiate materials, prepare walls and props for light maps, and unwrap UVs across multiple models for export to Unreal Engine, part 1.
Prepare cathedral assets for Unreal Engine export by unwrapping, box-mapping, and aligning UVs, splitting large pieces into manageable sections, and organizing textures across channels.
Select and group all cathedral pieces, unwrap their UV maps, adjust textures and scale, and prepare a clean export to Unreal Engine Part 3.
Prepare all objects for export to Unreal Engine by unwrapping, adjusting UV maps, and exporting pieces with proper layers and map channels.
Learn to create and refine procedural masks for cathedral environment assets by painting with smart masks, exporting texture maps, and saving reusable mask templates for rapid iteration.
Paint and mask cathedral environment assets in substance painter, bake and adjust maps, create dirt and leaks with smart masks, and export texture sets for game-ready environments.
set up cathedral environment objects in Unreal part 1; bake texture maps at 2k or 4k, paint dirt and masks on props, and organize assets for import with proper materials.
Continue setting up objects in Unreal Part 2 for the cathedral environment, applying plaster, stone, brick, and stained glass, assigning masks and light maps, and assembling modular walls and arches.
Fix lighting map and material problems in the cathedral environment by adjusting light map coordinates, enabling two-sided materials, and creating a height map for the floor.
Create cathedral window textures for a 3D game environment using Photoshop and 3ds Max, unwrap and map diffuse textures on separate window objects, optimizing texture memory.
Import textures, create stained glass with metal trim, duplicate and align window frames, and bake lighting to finish a cohesive cathedral scene.
Discover how to design a tileable glass texture for cathedral windows using substance designer, color masks, gradient maps, and export the base color map for the engine.
Import and create a new stained glass material, adjust uv channels and tiling, apply to windows, balance lighting, and export the cathedral environment for rendering.
Fix lighting and UV problems in a cathedral environment by adjusting back pieces and geometry for better light blocking, and tightening UV tiling while previewing in unlit mode.
Set up basic lighting for a cathedral environment by placing rectangular lights, baking the lighting to improve light maps, and use skylight plus post-processing to refine exposure and warmth.
Balance our materials part 1 guides adjusting dirt, wear, and polish on cathedral walls and arches, painting masks in substance painter, and tuning shaders and lighting for realism.
Balance cathedral materials by tuning roughness, overlays, and dirt for stone and plaster, then refine glass and lighting through camera setups and Substance Designer texture exports.
Fix and optimize the cathedral glass by creating a new texture, applying it via UV mapping and materials, adjusting frames, and baking lighting for a cohesive render.
Balance lighting in the cathedral scene, then run a first post-effect pass with a global volume, adjusting bloom, exposure, and color via a look-up table.
Perform a second lighting pass on the cathedral scene, balancing orange interior lights with the sun and fake lighting to create greater contrast.
Perform a second lighting pass for the 3d game environment cathedral creation, adjust density and color grading, bake light maps, and sharpen via post-process in Photoshop.
create a bench and chandelier for a cathedral scene, experiment with day and night lighting, light shifts and fog, and plan unwrapping and texture work.
Export the bench to real to preview scale and pivot, add a back, unwrap textures, and texture in substance painter with wood materials, then export for the next chapter.
Create a cathedral environment chandelier for a 3d game by importing textures, adjusting normals and materials, balancing lighting, gloss and dust, and shaping a looped frame from circles and cylinders.
Create a cathedral chandelier by using clip art references, crafting a 2048 texture in Photoshop, and modeling with lines, extrusion, and symmetry in 3ds Max.
Develop and refine a chandelier model for a 3D game environment by shaping edges, loops, and corners with interpolation, symmetry, and snapping, while optimizing for low-poly performance.
Create a detailed cathedral chandelier by refining topology, beveling edges, forming metal and glass parts, unwrap UVs, bake textures, and set up normal maps for in-game lighting.
Texture and export a chandelier for a 3d game environment, baking maps, applying brushed steel and silver metals, and integrating a chain with a mischief map for lighting.
Set up a night scene in the cathedral environment by placing chandeliers, adjusting roughness and brightness, baking lighting, and organizing assets.
Set up a night cathedral scene by configuring lights, shadows, blue and orange tones, duplicating fixtures, and using rectangular lights, then bake the lighting to evaluate mood.
Boost bloom and refine post effects, adjust lights and shadows, place and tune spotlights, then bake and preview lighting to craft the night cathedral scene.
Adjust lighting and chandelier placement, extend the chain, and duplicate elements to improve visibility in main shots, then pack, export, import assets, and build lighting to finalize the cathedral environment.
Instructor Info
Emiel Sleegers always had love for video games and when he was young, he started using Unity3D for programming but he found himself gravitating more towards the art of making games. Now he is currently working as an environment artist in Ubisoft. He contributed to creating AAA games such as Forza Horizon 3 and The Division 2. His all time favorite game is The Last of Us and that video game is what inspired him to want to work in the game industry. His advice for beginner artists is to focus on one aspect of gaming that they are passionate about, stick to it and get better at it. His hobbies include anything related to games or films, whether it be working on personal projects, freelance work or going out for movies.
Course Info
In this course, we will go through the steps of creating an environment from start to finish which includes modeling, texturing, material creation, world building, lighting and post effects.
The major topics we will be covering are:
-Modeling intricate super-detailed architectural scene
-Creating tileable textures to use on our structural pieces
-Creating props with their own unique textures
-Creating detailed materials in Unreal engine
-Building a level in Unreal engine
-Creating day lighting and night lighting
-Adding post effects for our level
By the end of this course, you will be able to create an amazing game-ready interior environment. You will gain knowledge on how to create detailed modular objects, how to create clean tileable textures and how to work within unreal engine 4 to take a level to final including level art, lighting and post effects.
Before beginning this course, you should have a basic knowledge of 3ds Max, Substance Painter, Substance designer and Unreal engine 4 If you are truly interested in learning how such highly detailed environments are created in AAA game companies, then this course is for you. In this course, you will understand the complete process of making production-ready environments such as those that you see in the video games that you play today. There is a 30-day money back guarantee so you really don’t have anything to lose. Where you will stand and the new things that you will be able to do tomorrow will largely depend on what you do to improve yourself today. So invest in yourself because your future depends on it. Come and join in the Game Environment Cathedral Creation at Victory3D.