
Create a complete kitchen environment from modeling in Blender to texturing in Substance Painter and lighting in Unreal Engine 5, using reference images and provided project files.
This lecture teaches organizing reference images for a kitchen environment using a free reference tool, then begins modeling main props in Blender and Unreal Engine.
This Blender lecture teaches stove-prop modeling by starting from a cube, using a mirror modifier, adding edge loops and bevels, applying solidify, and refining with isolation and reference images.
Model a stove component in Blender by using boolean tools to create cutouts, apply union, difference, and intersection operations, and refine with bevels, centering, and modifiers.
Model a stove component in Blender using boolean differences to cut holes, then use mirror and middle modifiers for symmetric copying around the origin.
Model a fridge in Blender by creating a base cube, adjusting dimensions in centimeters, adding loops and bevels, separating doors, and detailing handles with boolean operations.
Model a kitchen cupboard in Blender by blocking out top cabinets from a reference image, using the mirror modifier, precise dimensions, and extruding to form doors, handles, and hinges.
Create two cabinet types in Blender using a cabinet reference image; add handles, extrude, edit loops, and use a middle modifier to mirror parts, and adjust origins for proper alignment.
Build a kitchen room layout in Blender by creating a room cube, setting origin to the bottom, enabling grid snap, and applying modifiers after duplicating props into an applied collection.
Model a kitchen door in blender to achieve a uniform scene, using reference images, thickness adjustments, extrusions, booleans, and a door handle, then organize into collections.
Create and refine a kitchen sink and window in Blender, applying bevel and solidify modifiers, Boolean operations, extrusions, and precise edge flows for realistic cabinetry integration.
Create a kitchen environment in Blender and Unreal Engine, detailing a sink drain and window latch with boolean modifiers, extrude and spin tools, guided by reference images for clean topology.
Model kitchen slabs in Blender by building cabinet molding, extruding vertices, converting to mesh, and refining with mirror and boolean modifiers for a cohesive kitchen environment.
unwrap stove and fridge textures, apply modifiers, and prepare Blender and Substance Painter workflow by exporting mesh maps, fixing normals, and linking shared materials across objects.
Texture the stove in Blender and Unreal Engine by layering a base color with metallics, edge damage, and roughness variation, using masks and generators to apply detail selectively.
Apply texturing to the fridge and stove using dust layers, scratches, smart masks and alphas; adjust roughness, metallic, and plastic properties, and refine lighting and projection for realism.
Unwrap and organize Blender assets for a kitchen scene, linking materials across collections and preparing exports for Substance Painter, including baking mesh maps and solving normal and orientation issues.
Texture the kitchen room assets in Blender and Unreal Engine using smart materials on cabinets, masks, and wear layers. Texture slabs, tile, marble, and concrete, then export to Unreal Engine.
Export your kitchen scene from Blender to Unreal Engine 5 by creating a new project, importing models, applying textures and materials from Substance Painter, and setting up Lumen lighting.
Learn to set up lighting and post-processing in a kitchen scene, control auto exposure with a global post-processing volume, and refine textures via Substance Painter exports to Unreal.
Create kitchen props in Blender, using reference images to model cups, spoons, and forks, apply solidify, bevel, and subdivision modifiers, and organize assets into collections for Unreal Engine.
Blender kitchen prop creation using reference images, cylinders, bolts, handles, and holes; apply solidify and subdivision modifiers, organize into collections, then unwrap and export to Substance Painter and Unreal Engine.
Texture and prep kitchen props in Blender for Unreal Engine, mastering unwrapping, modifiers, object organization, applying materials, proper scaling, masking, and stamping floral patterns in Substance Painter.
Export props from Blender to Unreal Engine, set origins and pivots, apply textures and create materials, then place them in the scene.
Create a set of kitchen props in Blender, including a cereal box, spoon, mug, salt shaker, and a container for utensils, using reference images and modifiers, ready for Unreal Engine.
Texture kitchen props in Substance Painter with layers and masks, then export from Blender and import into Unreal Engine, mapping base color, normal to ambient occlusion, and roughness to metallic.
Place and arrange kitchen props such as spoons, boxes, bowls, and mugs to finalize the scene layout. Duplicate, rotate, flip, and group items while reviewing from multiple views.
Add more props and food assets from Bridge to your kitchen scene in Unreal Engine 5, then capture high-resolution screenshots with varied camera angles and decals.
Hello Everyone and welcome to this new course. In this course, we will go over the entire process of creating a Kitchen Environment using Unreal Engine 5, Blender, Substance Painter.
We will go over modelling in Blender, texturing using Substance Painter and setting up the scene, lighting and materials in Unreal Engine 5.
You will get:
1. 27 Full HD video lectures with over 11 hours of content and AUDIO commentary.
2. All the files related to the course including .blend files, unreal project files, substance files, reference images, textures etc.
SOFTWARES USED - (BLENDER, Substance Painter, Unreal Engine 5):
All the modelling will be done in Blender, However, the techniques used are universal and can be replicated in any other 3D modelling package. The materials and textures will be created using Substance Painter. Level art, lighting and composition will be done in Unreal Engine 5.
In this course, you will learn everything you need to know to create the final results that you see in the images and trailers. The same techniques can be applied to almost any type of environment.
This course has over 11 hours of content! (All the videos have audio commentary)
We will go over each and every step in this course together and nothing will be skipped. The course does not have any kind of timelapses so that you can follow every step easily.
We will start by gathering some reference images to gain some initial ideas and the mood for our scene. We will arrange these reference images in a free program called PureRef. After this we will move on to Blender and start modelling our main assets. We will go over the entire process of modelling this from start to finish in Blender only. We will start by modelling some of our main assets such as the stove, fridge, and the cabinets.
After we have modeled all our assets, we will export them to Substance Painter to start the texturing process. We will learn to create high quality and realistic materials and the key features of Substance Painter like Smart Masks, generators, smart materials etc.
After this we will import all our models into Unreal Engine and export the textures from Painter to Unreal Engine. The next step would be to setup our lighting and create a mood and atmosphere for our scene. We will make use of the new features of Unreal Engine such as Lumen to get realistic lighting for our scene, next we will set up a post-Processing volume to further enhance the visuals of our scene.
Then we will spend some more time creating a lot of small props for our scene to further detail the scene even more. We will end this course by adding some food items from Quixel Megascans, setting up different camera angles and taking high resolution screenshots for our portfolio.
So, I hope to see you there in the course, thank you.
Who is this course for?
Students that have basic knowledge of modelling, texturing and want to learn how to create environments. Everything in this course would be explained in detailed but some prior knowledge of the software would be helpful.