
Create a Moroccan riad environment by modeling in Blender, texturing in Substance Painter, and lighting in Unreal Engine 5 with global illumination, using Puris mood references.
In this lecture, learn to organize reference images for a Moroccan riad environment by installing a free software, importing images, and arranging them to guide your Unreal Engine 5 workflow.
Create a reference-based arch in Blender by importing an image, shaping with planes and vertices, mirroring with correct origin, applying clipping and extrusion, and enabling auto smooth for clean normals.
Demonstrates creating a moroccan riad arch in blender by duplicating an arc, adjusting vertices, applying bevel and solidify modifiers, and extruding faces to form a complete 3d arch.
Create a pillar model in Blender by tracing a reference image, extruding edges, filling faces, and aligning pieces with snapping, then apply a modifier to refine the top piece.
Arrange props to form a rough courtyard layout for a Moroccan riad, duplicating arches and pillars and extruding a central ground plane. Prepare doors, windows, and future pool features.
Build second-floor balcony railings in Blender, using isolate, extrusion, mirroring, and modifiers to create multiple balcony pieces that fit the Moroccan riad environment.
Create a centered entrance door by modeling with a reference image, aligning vertices, extruding the panels, adding edge loops, and mirroring parts to complete the door frame.
Create another traditional Moroccan door in Blender for the riad environment, using planes, extrude, knife project, mirror, edge loops, bevel and solidify modifiers, guided by a reference image.
Create a moroccan riad window in blender by modeling a symmetrical grille using reference images, extruding faces, adding edge loops, and applying decimate optimization for a low-poly, optimized design.
Block out the Moroccan riad courtyard by splitting the model, adding thickness, and creating a central pool with windows and doors for a ready Unreal Engine 5 scene.
Create the fountain arch for a Moroccan riad in Unreal Engine 5 by tracing reference images, extruding and filling faces, and aligning pillars with the main scene.
Create another fountain for the riad courtyard by tracing a reference image, extruding vertices on a plane, and applying screw modifier with smoothing to align with the pool.
Review modeling adjustments for the riad environment, deleting the pool element, refining edge loops, and adding loops to aid texturing, then prepare for export to Substance Painter and Unreal Engine.
Apply modifiers and convert to mesh, then remove duplicates to prepare assets for substance painter. Unwrap UVs with smart uv project, adjust island margins, and link materials; ensure scale.
Export your models to Substance Painter, generate maps, and begin texturing after ensuring correct face orientation and blue normals. Correct shading issues by recalculating, flipping, or triangulating normals as needed.
Identify a shading issue on object edges, fix with a wicked normal modifier, then copy the modifier to all objects using the copy attributes menu, enabling keep sharp.
Texture the ground plane by importing color, normal, and roughness maps from ambient cg textures in Substance Painter, using masks and polygon fill to isolate tiles and control tiling.
Texture the walls of a Moroccan riad in Unreal Engine 5 using a concrete material, color/normal/roughness maps in Substance Painter, and tiling, masking, and hue adjustments.
Texture the remaining assets in Unreal Engine 5 by adjusting wall color, normal detail, and removing green tile faces; apply masks and smart materials for doors and windows.
Learn to add realistic dust to Moroccan riad architecture in Unreal Engine 5 using smart masks and dust occlusion, adjusting dirt, contrast, and opacity for subtle texture variation.
Export textured models to Unreal Engine 5, set up the scene with sun lighting, atmosphere, fog, and skylight, then import assets via content browser and fix shadows with two-sided materials.
Export textures from Substance Painter to Unreal, map base color, normal, ambient occlusion, roughness, and metallic channels, and fix light leaks with shadow box cubes before final camera setup.
Model a Moroccan riad lamp in blender by following a step-by-step workflow: reference images, extruding planes, knife project, mirroring, circular duplication, edge loops, and preparing for scene integration.
Texturing and exporting lamps to Unreal Engine, fixing duplicate vertices with merge by distance, adjusting scale, applying bronze armor material, exporting textures from Substance, and placing lamps in the scene.
Fix a texturing issue in Unreal Engine 5 by converting textures from sRGB to linear color and applying the correction across lamp materials to reduce unwanted shininess.
Create curtains in Blender using cloth simulations, pin top vertices to a group, enable collisions and self-collisions, refine with subdivision, and duplicate for variation before exporting to Unreal.
Duplicate existing curtains, unwrap and bake maps in Substance Painter, export textures, create materials, enable two-sided shading, and place curtains around the Moroccan riad scene in Unreal Engine 5.
Model and refine a chair for a Moroccan riad environment in Unreal Engine 5 by extruding, mirroring, adding edge loops and modifiers, then adjust shading and scale.
Texture and place chairs for a moroccan riad in Unreal Engine 5 by exporting to substance, baking maps, applying wood materials, and importing with normal, occlusion, roughness, and metallic maps.
Model small props for the riad scene in Blender, using reference images to build metal parts, table legs, and a photo frame with edge loops and mirroring.
Texture and place small props for a Moroccan riad in Unreal Engine 5, exporting to Substance, creating glass and copper vessels, wood frames, and roughness variations for realistic materials.
Explore post-processing in Unreal Engine 5 with an infinite post-process volume to tune bloom, exposure, color balance, lens effects, and fog, then capture high-resolution screenshots from multiple camera angles.
Boost your final renders by performing Photoshop compositing, edge sharpening, and sky replacement to enhance lighting, sky mood, and detail as you finish the course.
Hello Everyone and welcome to this new course. In this course, we will go over the entire process of creating this Moroccan Riad 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. 33 Full HD video lectures with 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. The main focus of this course is to teach how we can create multiple assets and combine them to create a larger scene.
This course has over 9 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 references 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 onto BLENDER and start modelling our assets one by one. We will model all the assets that you can see in the trailers and images. We will be creating different arch pieces, pillars, balcony, doors, windows etc. After we have modelled all our main assets we will export them to Substance Painter to texture them.
After texturing we will move to Unreal Engine 5 and set up our scene and lighting over there. We will make use of the new features of Unreal Engine 5 such as LUMEN to get realistic lighting and Global Illumination in our scenes. Then we will spend some more time creating small props for our scene to further enhance the look of the scene. We will end this course with setting up different camera angles taking High-Res screenshots for our portfolio, some Post-Processing and compositing.
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.