
Plan medieval town environment from Pure Ref references and Vincent Law concept art to achieve Unreal Engine five look using modular planning, displacement, nanite, and one or two wood textures.
Create and assemble modular 4x4 meter blocks in Blender, export as FBX with a consistent scale reference, and lay out scenes in Unreal Engine using precise pivot snapping.
Create a medieval town blockout in blender and UE5 by setting realistic heights, pivots and snapping, and assembling modular wall and corner pillar pieces for a scalable ground-floor layout.
Create modular wall variations for the blockout, swapping plaster and brick walls and adding windows. Export from Blender and import into Unreal Engine 5, refining pivots and snapping with tools.
Create a second window blockout and top-floor variations using Blender for modeling. Export to Unreal via FBX and refine walls and pillars with pivots and mirrors.
Create modular blockout pieces for a medieval town by duplicating beams and pillars, using vertex and rotation snapping, export as fbx for Unreal to reuse wood planks and doors.
Block out a medieval roof in Blender for UE5, designing a front roof piece, aligning pivots, using snapping, mirroring, and booleans, then export for placement.
Create blockout roof components, add a chimney and roof windows, and reuse pieces via collections to speed up building a medieval town environment in Blender and UE5.
Block out and refine a medieval town in Unreal Engine 5 and Blender by building two streets of modular walls and roofs, duplicating for symmetry, and planning final textures.
Design a second medieval building in ue5 and blender, with plaster or stone walls, extended pavements, a two-story structure and a sideways roof, using modular pieces, ready for a timelapse.
Explore the timelapse of designing our buildings part 2 for a medieval town environment using UE5 and Blender.
Design and model medieval town buildings using UE5 and Blender, showcasing a timelapse workflow to accelerate environment creation and visual cohesion.
Plan and showcase the design of medieval town buildings using UE5 and Blender, through a timelapse in part 4 of the series.
Discusses refining the medieval town background with duplicated buildings, camera field of view to 60, 1920x1080 framing, and early blockouts to guide lighting and shadows.
Design medieval town buildings using a timelapse workflow in UE5 and Blender to build practical environment creation skills.
design and model a round roof for a circular building by merging Unreal pieces, exporting as FBX, and recreating the roof in Blender with a cylindrical, multi-segment mesh.
Design building workflows for a medieval town environment using Blender and UE5, demonstrated through a timelapse of the design process.
Create and place prop blockouts for a medieval town environment using UE5 and Blender, demonstrated in a timelapse workflow.
Dive into building the wood material for the medieval town, using procedural textures in Substance Designer, planning Nanite ground and roof details, and baking normal maps and height maps.
Extend the wood material by refining the normal map with anisotropic noise, blur, and histogram scan, then adjust base color and roughness in Marmoset using layered gradients and color ranges.
Develop a pavement master texture in Substance Designer for UE5 and Blender, building a height-based ground texture with large-to-small details, cracks, edge damage, and layered noise.
Refine the pavement material by improving stone breakup with warp and perlin noise, then blend height, normal, and ambient occlusion maps for a grounded look in UE5 and Blender.
Refine a pavement material by dialing back damage, adding subtle cracks and stone clusters with Substance Designer tools, applying warping and height-map blending for realism in Unreal Engine.
Create a realistic pavement material using gradient maps, height-based masking, and layered cracks with dirt. Implement edge detection, noise, warps, and tile splatter to vary color and texture in UE5.
Develop a pavement material in UE5 and Blender by layering noise and gradient maps to color stones, curvature, and roughness, then add dirt and cracks.
Iteratively refine pavement textures by blending dirt layers, masks, and grunge maps, tuning ambient occlusion, color ranges, and displacement to achieve a cohesive medieval stone look.
Refine the pavement material with height-based blending, histogram scan blur, and ground variation. Expose stone, color, and dirt controls; optimize the graph for 4k Unreal previews.
Learn to craft a brick wall material by adapting the pavement height map, creating varied bricks with tile random and shapes, and refining with blur and histogram scan.
Create a brick wall material part 2 focusing on grout with non-uniform blur grayscale, histogram scans, and masks, then blend normals and height maps for depth.
Refine the base color and grout, tune normal maps, ambient occlusion, roughness, and displacement to create a believable brick wall material for a medieval town.
Create a medieval slate roof texture by building a height-map slate pattern with tiling and gradients, then apply edge damage and masking for a realistic normal and ambient occlusion.
Develop a slate roof texture for a medieval town environment by layering surface noise, masks, and gradient maps, then blend normals and roughness to create dirt, edge details, and transitions.
Create a two-stage plaster material with a concrete wall base, plaster on top, and a warping mask for peeling variation and three variations in one texture.
Develop a plaster material by refining a clean plaster base, layering dirt and leaks, peeling, and setting up a variation system to switch plaster and concrete in Unreal workflows.
Organize and texture reusable wood pieces in Blender, compiling them into a single texture for high-poly sculpting in ZBrush, enabling richer wood details for a UE5 medieval town environment.
Import wood pieces into ZBrush, dynamesh to create high-poly geometry, and sculpt subtle edge damages using trim dynamic, trim smooth border, and selected orientation.
Develop wood piece detailing with trim dynamic, bevels, and subtle damages, balance baking high-to-low polys with nanite, and organize layers for clean normal maps in Substance Painter and UV unwrapping.
Watch a timelapse of sculpting wood pieces for a medieval town environment, using UE5 and Blender.
Watch a timelapse of sculpting wood pieces for a medieval town environment using ue5 and blender.
Learn a fast workflow to sculpt and duplicate wood blocks in ZBrush, using bake all, Dynamesh, polygroups, and trim dynamic for modular pieces ready for Nanite and Substance Painter.
Streamlines a 120 million poly high-poly asset in ZBrush using Decimation Master, pre-processing, and baking layers to a 30% decimation, then export all subtools as FBX or OBJ.
Create low-poly wood pieces from high-poly ZBrush models by decimating to roughly 10–20k polys, prepare UVs in Blender, and export as FBX for Unreal Engine use.
Import the lowpoly wood FBX into Blender, fix the scale, separate pieces, and prepare them for UV unwrap by creating straight seams with bisect and cuts.
Improve wood asset prep for a medieval town by cleaning geometry, fixing smoothing errors, merging vertices, and unwrapping UVs with Razumov, then exporting as obj for UE5 and Blender workflows.
Master uv unwrapping our wood pieces through a timelapse in part 2, advancing texture workflows for a medieval town environment.
Transfer UV cuts between identical models using alt c, then unwrap, pack, and scale UV islands uniformly for wood pieces, optimizing layout for Substance Painter and baking prep in Blender.
Bake high-poly wood pieces into low-poly assets using Marmoset, Substance Painter, and ZBrush; align cages and UVs, bake normals at 4K for crisp textures.
Texture wood pieces in Substance Painter, bake maps from lowpoly geometry, expose grain, color, and roughness controls, and preview the result in Unreal Engine with triplanar projection and dirt masks.
Organize and export final modular assets by creating folders for textures, import wood, plaster, brick walls, and pavements, and set up displacement and nanite workflows in Blender and UE5.
Turn on nanite after re-importing the mesh to preserve performance and verify pillar transitions. Export final modular assets and apply consistent materials.
Assemble the final modular assets for a medieval town environment using UE5 and Blender, presented as a timelapse to show the workflow.
Set up the final modular assets in a timelapse walkthrough for the medieval town environment project using UE5 and Blender.
Construct a medieval town street light in Blender using weighted normals and bevels, then optimize assets for UE5 with material swapping and planning a lighting pass.
Build a street light in Blender using curves to shape the metal frame, extrude and refine loops, then prepare with Dynamesh in ZBrush and weighted normals for UV unwrap.
Master Blender uv workflow for street light assets, using auto uv and manual seams with loops to reduce warp, and export to Unreal for baking in Substance Painter.
Texture a medieval street light in Substance Painter, building wood, metal, and glass, applying masks, dirt, and occlusion, then export to Unreal Engine and create material instances.
Create doors and windows for a medieval town environment using ue5 and blender, Part 1 timelapse.
Create doors and windows for a medieval town environment using UE5 and Blender, shown in a timelapse to illustrate the modeling and integration workflow.
Learn to bake high poly and low poly curb assets in marmoset, create textures in substance painter, and prep nanite-ready materials for unreal engine with normals, roughness, and height maps.
Finish the roof assets by detailing bricks and concrete, unwrap textures, and refine materials, then export the chimney as an fbx for integration and plan a lighting pass.
Learn to place small assets in a medieval town environment using Unreal Engine 5 and Blender, demonstrated through a timelapse of asset placement.
Execute the first lighting pass and introduce material variation to create a sunlit medieval town, balancing shadows, skylight, color temperature, and volumetric fog for cohesion.
Learn to add plaster variation and damaged surfaces with material switching and Megascans decals in UE5, while planning brick color and foliage using Substance Designer, Substance Painter, and SpeedTree.
Create foliage using Megascans textures and Speedtree to build leaves and bushes, then export to Unreal Engine and configure leaf materials with translucency and two‑sided rendering.
Use SpeedTree assets to import and place foliage in Unreal, export textures and bark and leaves, and cycle through Megascans options to enrich a medieval town environment.
Place and arrange game-optimized ivy around medieval town buildings, adjust scale and rotation, and duplicate ivy variants to enrich the scene, then perform a lighting pass toward final polish.
Perform a second lighting pass and plan polishing phase for a medieval town in UE5 and Blender. Balance skylight, directional light, fog, and LUT-based color grading for depth and atmosphere.
Paint foliage and weeds in Unreal Engine 5 using Megascans, balance textures and saturation, and use displacement to break repetitive tiling while placing medieval props for a believable town scene.
Polish a medieval UE5 scene by optimizing with nanite, setting LODs, refining lighting and emissive effects, placing gateways and decals, and layering Megascans trees for a cinematic timelapse.
Conclude with integrated techniques for a medieval town environment using UE5 and Blender, including decals, foliage, assets, and buildings with nanite, and show how to capture portfolio-ready high-resolution screenshots.
Create a barrel asset for a medieval town environment using UE5 and Blender, exploring practical workflows and asset integration for game environments.
Create crates for a medieval town environment using UE5 and Blender, demonstrating crate creation within a visually coherent, game-ready scene.
Explore flower pot creation for a medieval town environment by modeling and texturing with UE5 and Blender.
Create a fountain for a medieval town environment using UE5 and Blender, focusing on practical fountain creation concepts on Tuesday.
Design seating for a medieval town environment using UE5 and Blender, turning concept art into in-game assets with practical placement and realism.
Creating a Medieval Town Environment – Using UE5 & Blender
Learn how a professional environment artist works when creating environments for games. In this case, a medieval-style town environment using Blender & Unreal Engine 5, along with the help of nanite, Lumen, Zbrush, and various other software like substance designer & painter.
Based on the amazing concept art of Vincent Lau
BLENDER, SUBSTANCE, ZBRUSH, AND UNREAL ENGINE 5
This course will cover a very large number of topics, but the biggest topics are as follows:
Doing project planning and creating proper blockout scenes.
Creating modular buildings with high reusability.
Sculpting wood and concrete assets in Zbrush.
Using Nanite in UE5 along with slightly modified traditional workflows for higher quality models while still being able to use and modify them in other 3d software.
Creating various tillable materials using substance 3d designer.
Creating unique textures using Substance Painter.
Doing lighting and post effects in unreal engine 5.
Adding actual geometry displacement on our modular assets using the modeling tools in Unreal.
Doing general level art in Unreal Engine.
And so much more.
The general takeaway of this course is that in the end, you will have the knowledge of how to create exactly what you see in the images, and you can apply this knowledge to almost any type of environment.
29+ HOURS!
This course contains over 29+ hours of content – You can follow along with every single step – This course has been done 100% in real-time except for a few time-lapses for very repetitive tasks.
This course has been divided up into easy-to-understand chapters. We will start the course off by planning our environment and creating our blockout assets.
We will then already Design the entire level in UE5.
After this, we will first create all of our tillable materials using Substance 3D Designer.
Then we will focus on taking our assets to final. In these stages, you will learn everything from modeling in blender, sculpting in Zbrush, uv-unwrapping in RizomUV, and texturing in Substance 3D Painter.
We will then focus on getting all of our final models and textures in Unreal Engine and implanting them in our scene.
After this is done, we will start focusing on doing our first lighting pass, creating some additional assets, and taking our scene closer to final.
Finally, we will finish up by creating some simple foliage, polishing up our scene and adding some external 3d assets, taking some final screenshots, and then this environment is completed.
SKILL LEVEL
This game art tutorial is perfect for students who have familiarity with 3d Modeling tools and Unreal Engine – Everything in this tutorial will be explained in detail. However, if you have never touched any modeling, texturing, or engine tools before, we recommend that you first watch an introduction tutorial on those programs (you can find many of these for free on YouTube or paid on this very website)
TOOLS USED
Unreal Engine 5
Blender
SpeedTree
RizomUV
Marmoset Toolbag 4
Substance Designer
Substance Painter
Zbrush
Please note that most techniques used are universal, so they can be replicated in almost any 3D software like Maya & 3DS Max.
YOUR INSTRUCTOR
Emiel Sleegers is a lead environment artist and owner of FastTrack Tutorials. 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 Artist 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