
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.
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.
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.
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.
Explore the layout and navigation in 3ds Max for environment art, mastering viewport control, top layout functions, snapping, pivots, and object linking.
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.
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.
Master core modeling tools in 3ds Max, including vertex, edge, and polygon editing, cut, extrude, weld, and bridge, with efficient selection and shortcut tips.
Explore Maya's modeling tools and shelf workflow to quickly create and modify geometry, using bevel, bridge, extrude, multicut, and weld techniques.
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.
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.
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.
Create and edit splines in Blender with bezier curves, extrude and rotate for smooth shapes, then convert to geometry using bevel and profile options.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Unwrap the model in Blender, mark seams, and pack UV islands while managing texel density to create a single efficient texture for pipes.
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.
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.
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.
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.
Learn to sculpt modular assets in ZBrush, export as OBJ files, and master essential brushes and basics of the interface for quick environment art.
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.
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.
Master sculpting modular pieces in a 3d environment art workflow through a timelapse walkthrough, part 3, highlighting modular design techniques and streamlined production.
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.
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.
Explore substance designer to create tileable textures with a pbr workflow, generating height, normal, base color, and roughness maps for concrete.
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.
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.
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.
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.
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.
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.
Explore Substance Painter to texture pipes in 3D using a PBR metallic roughness workflow, bake maps, and manage layers, texture sets, and 4K resolution.
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.
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.
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.
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.
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.
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.
Create ivy in SpeedTree, importing collision and textures, assemble trunk and branches in Maya, and export a high quality ivy as FBX for Unreal.
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.
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.
Create ivy in a 3d environment and reflect on your process as you express what you felt and said.
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.
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.
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.
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.
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.
Explore collisions and level-of-detail optimizations in Unreal Engine 5, including debug modes, auto convex and capsule collisions, LODs, and nanite for performance.
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.
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