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Complete Introduction to 3D Environment Art
Rating: 4.4 out of 5(14 ratings)
88 students

Complete Introduction to 3D Environment Art

This step-by-step tutorial is tailored to teach you the complete process of creating an environment from scratch
Last updated 5/2024
English
English [Auto],

What you'll learn

  • Learn how to create 3D environment from start to finish
  • Learn how to create environments using any 3D modeling software
  • learn how to create modular environments in Unreal Engine 5
  • Learn the basics of 3D environment & prop art

Course content

1 section69 lectures28h 2m total length
  • Introduction And Finding Our Main Reference23:18

    Learn a complete beginner's guide to building a full game environment in Unreal Engine, from reference gathering with AI prompts to final lighting and export.

  • Continue Finding Our Reference26:24

    Learn to gather environment and material references for 3D environment art, organize them in project folders, and use editing tools and AI image generation like Dall E and Midjourney.

  • Folder Structure4:05

    Standardize a clear folder structure for 3d projects, including saves, textures, exports, unreal, and reference folders, to keep assets organized and easily retrievable across years.

  • Blender-Layout And Navigation25:21

    Explore Blender layout and navigation for environment art, mastering viewport movement, selection, and intuitive shortcuts, with global and local pivot points, snapping, and x-ray visibility.

  • Max-Layout And Navigation27:34

    Explore the layout and navigation in 3ds Max for environment art, mastering viewport control, top layout functions, snapping, pivots, and object linking.

  • Maya-Layout And Navigation31:11

    Master Maya layout and navigation for game environment art, using viewport controls, snapping, and viewports; organize with outliner and tool settings, and use UV editor and selection modes.

  • Blender-Going Over Our Modeling Tools30:22

    Master Blender's modeling tools through object and edit modes, learn shortcuts for selection, extrude, insert mode, bevel, and edge loops, and explore shading and UV unwrapping.

  • Max-Going Over Our Modeling Tools25:32

    Master core modeling tools in 3ds Max, including vertex, edge, and polygon editing, cut, extrude, weld, and bridge, with efficient selection and shortcut tips.

  • Maya-Going Over Our Modeling Tools32:46

    Explore Maya's modeling tools and shelf workflow to quickly create and modify geometry, using bevel, bridge, extrude, multicut, and weld techniques.

  • Blender-Going Over Our Modifiers And Hotkeys14:59

    Explore Blender modifiers and hotkeys to streamline 3D environment art, including creating a quick favorites menu, applying transforms, and using weighted normals, array, bevel, and deform modifiers.

  • Max-Going Over Our Modifiers And Hotkeys20:38

    Explore hotkeys and modifiers in 3ds Max to speed modeling, with practical setup for extrude, inset, and chamfer, plus non-destructive workflows using edit poly and turbosmooth.

  • Maya-Going Over Our Modifiers And Hotkeys7:03

    In Maya, this lecture quickly covers basic modifiers and how to access settings and hotkeys, including using the hotkey editor to customize extrude and other polygon modeling actions.

  • Extra-Blender-Splines6:18

    Create and edit splines in Blender with bezier curves, extrude and rotate for smooth shapes, then convert to geometry using bevel and profile options.

  • Extra-Max-Splines11:57

    Explore splines in 3ds Max, learning line and shape creation, editing modes, and robust tools like extrude and sweep to generate smooth geometry and wires.

  • Extra-Maya-Splines18:16

    Explore Maya splines, learning bezier, CV and epi curves, how to create, edit, snap, and break tangents, and use sweep tools to turn curves into geometry for cables and shapes.

  • Extra-Blender-Booleans6:43

    Explore Blender booleans—difference, union, and intersect—and apply them to cut or merge shapes. Clean up resulting geometry with manual triangulation, cut tool, and bevels before exporting to Unreal Engine 5.

  • Extra-Max-Booleans5:27

    Explore booleans to cut or merge shapes with pro boolean, clean up with remove only visible, convert to edit poly, and apply chamfers to manage messy geometry in Unreal Engine.

  • Extra-Maya-Booleans5:56

    Learn how booleans in Maya, including difference, union, and intersection, cut or unite shapes. Clean up the mesh by fixing n-gons and exporting to Unreal Engine with reliable triangulation.

  • Introduction To Unreal Engine 527:06

    Explore Unreal Engine 5 basics, create a blockout for environment layout, and follow the workflow from blocking to final modeling using the content browser and Lumen.

  • Creating Our Blockout Part135:46

    Create a blockout hallway scene in Unreal Engine using basic shapes, set up a clean level with lighting, and prototype walls and pillars with snapping to plan layout and scale.

  • Creating Our Blockout Part236:37

    Build a ceiling blockout with few reusable pieces, place pillars for structural logic, and plan pipes and lighting using a post-process volume and exposure compensation.

  • Creating Our Blockout Part329:57

    Block out a 3D environment in Unreal Engine, place pillars and walls and pipes, apply a plain material and a gray material instance, and set up a cinematic camera.

  • Exporting Our Blockout Assets4:49

    Export blockout assets from Unreal to finalize models in your 3D software. The chapter guides selecting, duplicating, and exporting modular pieces for Max, Maya, and Blender.

  • Blender-Creating Our Final Modular Assets24:59

    Finalize modular assets in Blender by turning them into final assets, perform high to low poly modeling, UV unwrapping, and prepare them in collections for Unreal Engine export.

  • Max-Creating Our Final Modular Assets35:07

    Learn to create final modular assets in 3ds Max, import unreal FBX, use Text Tools and Soulburn scripts for UVs, and apply snapping and pivots for floor, pillar, railing.

  • Maya-Creating Our Final Modular Assets27:06

    Learn to import blockout assets into Maya, set units, snap to grid, apply bevels and weighted normals, and create final modular assets ready to replace blockouts in Unreal.

  • Blender-High Poly To Low Poly Modeling Part155:51

    Model high-poly and low-poly pipes in blender, creating straight, bend, and T-joint variants. Bevel edges, apply weighted normals, mirror for symmetry, and prep modular bolts for later UV unwrap.

  • Max-High Poly To Low Poly Modeling Part147:53

    Design a modular pipe asset with high-poly and low-poly variants, using texture maps to convey detail, and create straight, joint, and bend versions in a beginner-friendly workflow.

  • Maya-High Poly To Low Poly Modeling Part138:58

    Explore a highpoly to lowpoly workflow by modeling modular pipes in Maya, creating straight, bent, and T variations, applying bevels, weighted normals, and clean pivots for accurate, reusable assets.

  • Blender-High Poly To Low Poly Modeling Part216:57

    Turn low poly meshes into high poly using the multi-resolution modifier and subdivision for smoother geometry, while adding supporting loops to preserve sharp edges before uv unwrapping.

  • Max-High Poly To Low Poly Modeling Part223:51

    Create low poly pipe bends and high poly versions, assemble a T-joint, duplicate bolts, and align components with grid snapping and pivot positioning, preparing for uv unwrap in next chapter.

  • Maya-High Poly To Low Poly Modeling Part239:49

    Learn to model a bolt in Maya from a low poly base to a high poly version, using chamfering and edge loops, and prepare for UV unwrapping and texture baking.

  • Blender-Uv Unwrapping Our Pipes27:06

    Unwrap the model in Blender, mark seams, and pack UV islands while managing texel density to create a single efficient texture for pipes.

  • Max-Uv Unwrapping Our Pipes40:28

    Learn to unwrap 3d pipe models into 2d textures using uv tools, seams, breaks, quick peel, and pack uv islands while managing texel density for consistent texture resolution.

  • Maya-Uv Unwrapping Our Pipes30:47

    Unwrap 3d pipes by creating seams, using planar projection, and unfolding in the uv editor; verify texel density with a checker texture and pack uv shells.

  • Baking Our Pipes In Marmoset Toolbag10:53

    Learn to bake high-poly to low-poly pipes in Marmoset and Substance Painter, configuring cages, output maps (normal, ambient occlusion, curvature, position), and optimize bit depth and resolution for clean previews.

  • Bonus-Baking In Substance Painter6:40

    Bake from high poly to low poly in Substance Painter using 4k output, cage around the model, and a set of maps including normal, ambient occlusion, curvature, and position.

  • Quick Introduction To Zbrush16:22

    Learn to sculpt modular assets in ZBrush, export as OBJ files, and master essential brushes and basics of the interface for quick environment art.

  • Sculpting Our Modular Pieces Part122:24

    Dive into sculpting modular pieces in ZBrush, importing a Maya export, using Dynamesh to generate workable geometry, and applying symmetry for consistent, modular edge details.

  • Sculpting Our Modular Pieces Part217:28

    Sculpt modular pillars with soft and sharp edge details, adjust symmetry, and experiment with noise and texture to create a concrete pillar ready for low-poly conversion and Unreal Engine workflows.

  • Sculpting Our Modular Pieces Part3 - Timelapse8:08

    Master sculpting modular pieces in a 3d environment art workflow through a timelapse walkthrough, part 3, highlighting modular design techniques and streamlined production.

  • Turning Our Sculpted Models Into Low Poly10:54

    Convert sculpted models to low poly in ZBrush using Decimation Master, balancing detail and topology for static objects, then prep for UV unwrap and bake.

  • Uv Unwrapping And Baking Our Sculpted Meshes39:29

    Learn to uv unwrap and bake sculpted meshes by creating tileable and unique uv layouts, cleaning geometry, exporting low and high poly, and baking normal maps for realism.

  • Introduction To Substance Designer10:45

    Explore substance designer to create tileable textures with a pbr workflow, generating height, normal, base color, and roughness maps for concrete.

  • Creating Our Concrete Material Part139:43

    Build a concrete material in Substance Designer from large to small details, using height maps to normal maps, base color, roughness, ambient occlusion, and tiling, then preview in Marmoset.

  • Setting Up Our Marmoset Material Render Scene And Balancing Normal Map20:11

    Set up a Marmoset preview scene to render and balance a concrete material, export maps automatically, apply a normal map, adjust lighting and sky for a portfolio-ready render.

  • Creating Our Concrete Material Part242:52

    Create a concrete material by building a base color with a gradient map, then layer dirt and leaks. Blend grunge maps and noise to produce a cohesive roughness map.

  • Creating Our Concrete Material Part340:00

    Generate long concrete tiles with grout and subtle damage, using a tile generator and warp tricks. Enhance with height, normal, ambient occlusion maps and dirt leaks.

  • Bonus-Useful Nodes And Techniques In Substance Designer18:59

    Discover bonus Substance Designer techniques to vary tile details using flood fill, directional warp, tile sampler, and shape splatter; learn masking with mask map threshold and exporting textures with presets.

  • Cleaning Up And Uv Unwrapping Our Modular Pieces33:07

    Prepare modular 3d assets by snapping, aligning, and flattening geometry in Maya, then UV unwrap with traditional and worldspace methods, ensuring square, seamless tiling for walls and floors.

  • Introduction To Substance Painter15:00

    Explore Substance Painter to texture pipes in 3D using a PBR metallic roughness workflow, bake maps, and manage layers, texture sets, and 4K resolution.

  • Texturing Our Pipes45:30

    Texture the pipes with a base steel painted material, add dirt, dust, and color variation, and apply rust with masks and anchor points, then export for Unreal Engine 5.

  • Importing Our Assets And Textures In Ue512:19

    Import meshes into Unreal Engine, enable combine meshes, re-import for centimeter scale, and create a basic material using base color, metallic, normal, and roughness textures.

  • Setting Up Our Materials In Ue532:38

    Learn to build a main master material in ue5, exposing color, roughness, metallic, and normal maps with parameters, world space textures, tiling, and grunge variation for realistic pipes and concrete.

  • Replacing Our Blockout Part18:35

    Replace the blockout with final environment assets, fix rotation issues to 90 degrees, re-import materials, test walls, pillars, floors, rails, and adjust lighting as you align decals.

  • Replacing Our Blockout Part2 -Timelapse19:28

    observe a timelapse of replacing our blockout in a 3D environment art course, part 2, as part of the complete introduction to 3D environment art.

  • Creating Our Decals37:49
  • Introduction To Speedtree13:20

    Explore Speedtree's basics and UI, learn to create ivy, compare generator and node modes, and understand the viewport, materials, and basic tree construction for 3D environment art.

  • Creating Our Ivy Part138:49

    Create ivy in SpeedTree, importing collision and textures, assemble trunk and branches in Maya, and export a high quality ivy as FBX for Unreal.

  • Creating Our Ivy Part239:52

    Adjust ivy growth settings, tweak leaves orientation, collision and magnet to shape the ivy, and replace branches with a custom mesh for optimization; generate variations and export to Unreal Engine.

  • Creating Our Additional Ivy15:20

    Create ivy around a pillar by importing a mesh, adjusting forces and gravity, and sculpting trunk, branches, and leaves for a realistic Unreal ivy asset.

  • Creating Our Additional Ivy 0221:12

    Create ivy in a 3d environment and reflect on your process as you express what you felt and said.

  • Doing Our First Lighting Pass Part136:36

    Establish base lighting with hdr/exr sky, movable skylight, and directional light, plus fog for atmosphere. Organize the scene, add reflection captures, and tune post-process for balance.

  • Doing Our First Lighting Pass Part223:57

    Apply a lighting pass in Unreal Engine 5.1, adjust color grading with LUTs via Photoshop workflow, and polish materials and reflections for a more vivid, balanced scene.

  • Where To Find Free Resources And Doing Level Art29:03

    Discover free resources for 3D environment art, from the Unreal Marketplace and Megascans via Quixel Bridge to painting foliage and placing props to quickly dress scenes.

  • Level Art Narrated Timelapse16:20

    Watch a level art timelapse that guides decals first, adds ivy and foliage, uses camera angles and viewports, applies Megascans props, and lighting setups for a logical, shadow-rich environment.

  • Polishing Our Environment32:05

    Polish your environment by balancing lighting, exposure, and post-process effects to enhance mood, add subtle film grain, adjust fog and shadows, and place weeds, decals, and props for visual interest.

  • Optimizations20:37

    Explore collisions and level-of-detail optimizations in Unreal Engine 5, including debug modes, auto convex and capsule collisions, LODs, and nanite for performance.

  • Creating Portfolio Screenshots And Videos19:07

    Create high resolution screenshots and videos in Unreal Engine by adjusting camera, screen percentage, and lighting, then render and post-process with Photoshop, image processor, and handbrake.

Requirements

  • Perfect for all skill levels

Description

Complete Introduction to Environment Art | Tutorial Course

This step-by-step tutorial is tailored to teach you the complete process of creating an environment from scratch, regardless of your prior experience. You will gain a comprehensive understanding of the techniques used in the industry, including modeling, sculpting, creating both procedural and unique textures, level art, lighting and composition, foliage creation, and much more. This course is designed to provide you with a thorough understanding of the tools and techniques used to create professional-grade environments for games and other media. Each lesson is presented in a clear and easy-to-follow manner, ensuring that you will be able to grasp the concepts and apply them to your own projects.


EVERY TOOL INCLUDED

We spend a lot of time and effort to include all major modeling tools such as Blender, 3ds Max, and Maya in this tutorial so that you can choose the tools that you are most comfortable with and use them to follow the tutorial. This allows you to learn the techniques in the software that you are most familiar with, making the learning process more efficient and effective.


In addition to the modeling tools, the tutorial will also utilize Unreal Engine 5 to build the final environment. Additional tools that will be used in the course are listed below.


25+ HOURS!

This tutorial contains over 25+ hours of content – You can follow along with every single step.


We'll start by planning our environment and setting up our project folders. Next, we'll introduce you to the modeling software you prefer and Unreal Engine 5, which we'll use to create a blockout of our environment. From there, we'll show you how to turn the blockout into final models using various techniques like modular asset creation, high to low poly asset creation, and sculpted asset creation.


We'll also cover how to do the UV unwrapping and baking of our models.

After that, we will go over how to create procedural materials in Substance Designer, as well as create unique textures in Substance Painter. Finally, we'll put the entire environment together in Unreal Engine 5, covering topics like setting up assets, creating materials and decals, lighting, level art and composition, and creating ivy foliage in Speedtree.


We will finish the course off with some final polish and create our portfolio screenshots and videos.


SKILL LEVEL

This course has been created for complete beginners to every software mentioned and environment art in general. While it is helpful if you already have some knowledge of the software mentioned, it is not a requirement.


TOOLS USED

  • Blender, 3DS Max, Maya

  • Unreal Engine 5

  • Substance 3D Designer

  • Substance 3D Painter

  • Marmoset Toolbag 4

  • Zbrush

  • Speedtree

  • Photoshop


YOUR INSTRUCTOR

Emiel Sleegers is a Lead Environment artist and the owner of FastTrackStudio. He’s worked on games like The Division 2 + DLC at Ubisoft, Forza Horizon 3 at Playground Games, and as a Freelancer on multiple projects as an Environment and Material Artist.


SOURCE FILES

Please note that this project does not come with any source files or extra content due to platform limitations. If you want all source files & extra content like un-timelapsed footage please look us up on ArtStation, Gumroad or FlippedNormals

Who this course is for:

  • This course is aimed at beginner artists