
Learn to build a Japanese street environment in Unreal Engine 5 with Blender for modeling and Substance Painter for textures, then light, texture, and render portfolio-ready scenes.
Install PureRef to organize and view reference images for the street environment, import the provided references, arrange and resize them, and save the scene for Blender modeling.
Model a street building in blender, extruding and beveling a cube, then use boolean modifiers to cut doors and windows with frames and glass for Unreal Engine 5.
Model the building exterior by creating stairs with a cube, duplicating using an array modifier, and extruding faces to add detail, then add railings and bevels.
Refine a building in Blender by repositioning windows, extruding details, and applying modifiers, then use spin tool curves and booleans to craft doors and roof features.
Detail a building by modeling an electrical meter, applying scale, normals, bevel, and solidify modifiers, and using boolean intersection, extrude, and curve wires to add realistic features.
Duplicate building one to create building two, model it from reference, set a 3.5-meter shadow and 2-meter floors with windows and signboards, then place both in the building collection.
Continue building production for Unreal Engine 5 by blocking out, duplicating, and organizing into collections, while texturing, adding windows, doors, signs, and bevels for realism.
Apply modifiers, unwrap, and export to Substance Painter as you begin texturing the street environment.
Unwrap a large building by creating two texture maps and two texture sets, assign materials in Blender, and export to Substance Painter or Unreal Engine 5 to test the workflow.
Export the Blender building as fbx by selecting all meshes and fixing flipped normals with face orientation, then import into Substance Painter to start texturing with two texture sets.
Apply advanced texture work in unreal engine 5 by texturing building walls with concrete, metal accents, dust, and glass details using layers, masks, and smart materials.
Texture building surfaces in Unreal Engine 5 using plastic and metal smart materials. Mask with geometry and black masks, adjust base color, roughness and add grunge damage.
Texture building three as a variation of building one by duplicating the Substance project, creating two different materials, and exporting the two texture variations into Unreal Engine.
Texturing buildings in Unreal Engine 5 with Substance Painter, this lecture shows creating and reusing smart materials, unwrapping, and exporting the building two assets for 4k texture maps.
Texture building four in Unreal Engine 5 by applying and adjusting materials, baking mesh maps in Substance Painter, and adding detailed posters, signs, and dust with paint layers for realism.
Set up a blank Unreal Engine 5 project, import ground and building models, and configure lighting and atmosphere with directional light, sky atmosphere, fog and mist, skylight, and volumetric clouds.
Export textures from Substance Painter, pack ambient occlusion, roughness, and metallic into a single texture, then import into Unreal Engine 5 and wire them to your materials.
Texture the ground by importing building meshes, applying substance textures, and using Quicksilver road materials and decals to create a detailed street environment in Unreal Engine 5.
Set up a post process volume with infinite extent to control bloom, exposure, vignette, and color settings, and experiment with camera and directional lighting for different looks.
Model beer crates and bottles in blender using reference images and skin workflow; bevel and decimate for efficiency, place crates diagonally for texturing in substance painter, export to unreal engine.
Texture the beer crates in substance painter by baking mesh maps, layering base colors, rust and dirt, stamping logos, adding beer labels, and readying textures for export to unreal engine.
Model signboards in Blender using reference images, apply textures and modifiers, then export as FBX for import into Unreal Engine 5 to populate a street environment.
Texture signboards in Substance Painter by importing textures and alpha maps, baking maps, and applying textures with paint or projection layers using masks, then adjust materials and color.
Create and texture cardboard boxes for a street scene, modeling open and closed variants, applying solidify for thickness, and texturing in Substance Painter with stickers and duct tape.
Export and import textures and models into Unreal Engine 5, organize crates, bottles, signboards, cardboard boxes, and set up materials by mapping base color, normal, ambient occlusion, roughness, and metallic.
Learn to place and group street props in Unreal Engine 5, adjust scale and rotation, manage snapping and pivot offsets, and tweak textures for a balanced, populated scene.
Create an electric pole for a street scene in Blender, shaping with planes and cylinders, applying modifiers, unwrap UVs, then export to Substance Painter for texturing.
Texture an electric pole in Unreal Engine 5 using Substance Painter, applying smart materials, adjusting base color and roughness, and exporting textures for Unreal materials.
Create believable street cables along a pole in Blender by modeling curves, adjusting thickness and depth, and randomizing segments; export as cables to Unreal Engine and apply materials.
Finish a street environment by applying mega scan assets, decals, signs, and street props to add detail, then capture high-resolution screenshots from camera angles to showcase your portfolio piece.
Hello Everyone and welcome to this new course. In this course, we will go over the entire process of creating a Japanese Street 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. 32 Full HD video lectures with over 9+ 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 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 timelapse 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 Pure Ref. After this we will move on to Blender and start modelling our main assets. We will start by modelling the main buildings in our scene and after we are done with them, we will also create a bunch of different props to detail our scene even more, the entire process of modelling will be covered in Blender only.
After we have modeled all our main 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 and textures into Unreal Engine and setup the scene over there. 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 to further detail the scene even more like some cardboard boxes, beer crates etc. We will end this course by adding a couple of props from Quixel Megascans to give the environment a finishing touch, 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.