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Creating a Medieval Town Environment – Using UE5 & Blender
Rating: 4.5 out of 5(30 ratings)
470 students

Creating a Medieval Town Environment – Using UE5 & Blender

Learn how a professional environment artist works when creating environments for games.
Last updated 4/2024
English
English [Auto],

What you'll learn

  • learn how to create entire 3d environments
  • Learn how to create both unique and procedural textures
  • Learn how to do lighting and post effects
  • Learn how to use modular design
  • Learn how to use Unreal Engine 5 Nanite

Course content

2 sections76 lectures33h 15m total length
  • Going Over Our Reference And Planning24:26

    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.

  • Setting Up Our Scenes And Start Creating Our Blockout Pieces22:51

    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.

  • Creating Our Blockout Part230:02

    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.

  • Creating Our Blockout Part328:52

    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.

  • Creating Our Blockout Part421:51

    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.

  • Creating Our Blockout Part523:31

    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.

  • Creating Our Blockout Part629:58

    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.

  • Creating Our Blockout Part731:22

    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.

  • Creating Our Blockout Part825:48

    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.

  • Designing Our Buildings Part136:41

    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.

  • Designing Our Buildings Part2 -Timelapse15:30

    Explore the timelapse of designing our buildings part 2 for a medieval town environment using UE5 and Blender.

  • Designing Our Buildings Part3 -Timelapse23:28

    Design and model medieval town buildings using UE5 and Blender, showcasing a timelapse workflow to accelerate environment creation and visual cohesion.

  • Designing Our Buildings Part4 -Timelapse5:58

    Plan and showcase the design of medieval town buildings using UE5 and Blender, through a timelapse in part 4 of the series.

  • Discussing Our Progress So Far14:09

    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.

  • Designing Our Buildings Part5 -Timelapse15:06

    Design medieval town buildings using a timelapse workflow in UE5 and Blender to build practical environment creation skills.

  • Creating Our Round Roof13:57

    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.

  • Designing Our Buildings Part6 -Timelapse8:39

    Design building workflows for a medieval town environment using Blender and UE5, demonstrated through a timelapse of the design process.

  • Creating And Placing Our Prop Blockouts -Timelapse14:18

    Create and place prop blockouts for a medieval town environment using UE5 and Blender, demonstrated in a timelapse workflow.

  • Creating Our Wood Material Part124:56

    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.

  • Creating Our Wood Material Part236:44

    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.

  • Creating Our Pavement Material Part124:33

    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.

  • Creating Our Pavement Material Part234:10

    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.

  • Creating Our Pavement Material Part324:50

    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.

  • Creating Our Pavement Material Part431:52

    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.

  • Creating Our Pavement Material Part526:08

    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.

  • Creating Our Pavement Material Part630:52

    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.

  • Creating Our Pavement Material Part732:58

    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.

  • Creating Our Brick Wall Material Part132:10

    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.

  • Creating Our Brick Wall Material Part232:02

    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.

  • Creating Our Brick Wall Material Part332:37

    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.

  • Creating Our Slate Roof Texture Part123:36

    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.

  • Creating Our Slate Roof Texture Part231:56

    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.

  • Creating Our Plaster Material Part119:09

    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.

  • Creating Our Plaster Material Part242:18

    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.

  • Selecting Our Wood Pieces And Preparing Them For Sculpting22:20

    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.

  • Sculpting Our Wood Pieces Part121:21

    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.

  • Sculpting Our Wood Pieces Part220:50

    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.

  • Sculpting Our Wood Pieces Part3 - Timelapse19:37

    Watch a timelapse of sculpting wood pieces for a medieval town environment, using UE5 and Blender.

  • Sculpting Our Wood Pieces Part4 - Timelapse15:38

    Watch a timelapse of sculpting wood pieces for a medieval town environment using ue5 and blender.

  • Sculpting Our Wood Pieces Part515:14

    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.

  • Optimizing Our High Poly And Exporting It8:49

    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.

  • Creating Our Lowpoly Wood Pieces13:16

    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.

  • Preparing Our Lowpoly Wood Pieces For Uv Unwrap17:08

    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.

  • Uv Unwrapping Our Wood Pieces Part137:56

    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.

  • Uv Unwrapping Our Wood Pieces Part2 - Timelapse15:47

    Master uv unwrapping our wood pieces through a timelapse in part 2, advancing texture workflows for a medieval town environment.

  • Uv Unwrapping Our Wood Pieces Part313:55

    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.

  • Baking Our Wood Pieces33:35

    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.

  • Texturing Our Wood Pieces39:36

    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.

  • Setting Up Our Final Modular Assets Part143:13

    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.

  • Setting Up Our Final Modular Assets Part229:16

    Turn on nanite after re-importing the mesh to preserve performance and verify pillar transitions. Export final modular assets and apply consistent materials.

  • Setting Up Our Final Modular Assets Part3 - Timelapse20:28

    Assemble the final modular assets for a medieval town environment using UE5 and Blender, presented as a timelapse to show the workflow.

  • Setting Up Our Final Modular Assets Part4 - Timelapse47:45

    Set up the final modular assets in a timelapse walkthrough for the medieval town environment project using UE5 and Blender.

  • Creating Our Street Light Part132:21

    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.

  • Creating Our Street Light Part233:37

    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.

  • Creating Our Street Light Part324:25

    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.

  • Creating Our Street Light Part426:58

    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.

  • Creating Our Doors And Windows Part1 -Timelapse18:49

    Create doors and windows for a medieval town environment using ue5 and blender, Part 1 timelapse.

  • Creating Our Doors And Windows Part2 -Timelapse12:31

    Create doors and windows for a medieval town environment using UE5 and Blender, shown in a timelapse to illustrate the modeling and integration workflow.

  • Creating Our Curb Part121:02
  • Creating Our Curb Part251:26

    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.

  • Finishing Our Roof Assets25:53

    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.

  • Placing Our Small Assets -Timelapse2:55

    Learn to place small assets in a medieval town environment using Unreal Engine 5 and Blender, demonstrated through a timelapse of asset placement.

  • Doing Our First Lighting Pass And Adding Variation36:38

    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.

  • Adding More Variation To Our Environment28:32

    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.

  • Creating And Placing Our Foliage Part139:30

    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.

  • Creating And Placing Our Foliage Part214:15

    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.

  • Creating And Placing Our Foliage Part316:02

    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.

  • Doing Our Second Lighting Pass And Planning The Polishing Phase44:37

    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.

  • Polishing Our Scene Part1 - Timelapse38:03

    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.

  • Polishing Our Scene Part2 - Timelapse35:34

    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.

  • Outro2:21

    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.

Requirements

  • This course expects that you know the basics of the programs mentioned in details

Description

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


Who this course is for:

  • This course is perfect for intermediate to advanced artists