
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.
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.
Continue the cathedral blockout by adding planes, adjusting segments, duplicating sections for symmetry, and planning a dome, doors, and windows for the final design.
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.
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.
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.
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 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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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 and create a new stained glass material, adjust uv channels and tiling, apply to windows, balance lighting, and export the cathedral environment for rendering.
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.
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 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.
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.
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.