
Learn to build a traditional Chinese room from reference to final render with Blender, Substance Painter, and Unreal Engine 5, including lighting, materials, and Quixel Megascans props.
Explore and organize reference images for a traditional Chinese room environment using Pureref, Blender, Substance Painter, and Unreal Engine five with a main reference and additional ideas.
Model the writing table in blender using Pureref reference images and a human reference for uniform scale, then refine with bevels, extrude, and a mirror modifier.
model a traditional writing table in Blender by constructing from a center plane, duplicating with a mirror modifier, adding edge loops and extruding, and refining with solidify, smoothing, and snapping.
Learn to model a traditional writing table in Blender using edge loops, extrude, bevel, and mirror and array modifiers to create four mirrored quarters, with optimization tips.
Model a chair in Blender for a traditional Chinese room environment in UE5, using front and side reference images, precise alignment, and a mirror workflow with origin control.
Adjust the chair in a traditional Chinese room environment for UE5 by refining scale, position, and curvature in edit mode, using Z-axis scaling, vertex tweaks, and precise rotations.
Create a crescent-shaped window from a reference image using a plane, extrusions, and a mirror and skin modifier for thickness and smooth shading.
Create reusable window frames for a traditional chinese room in UE5 by modeling in Blender, using reference images, edge loops, mirror modifier, and thickness with the solidify modifier.
Create a circular shelf in blender using reference images, increase vertices, apply mirror modifier with clipping, extrude and solidify for thickness, then add internal compartments with precise edge lengths.
Create a larger shelf in Blender by following a reference image, adding edge loops, extruding and beveling, and using a mirror modifier to form a symmetrical, hollow structure.
Create a traditional Chinese four-fold folding screen prop for a UE5 scene, using a reference image, mirror modifier, edge loops, bevels, and texture projection planning for Substance Painter.
Scale props to a human reference and arrange them into a cohesive room layout in ue5. Use empty objects, parenting, and collections to manage and move props efficiently.
Learn to model a small table and chairs in Blender by constructing hollow tabletop, extruding legs, and applying solidify, bevel, and mirror modifiers to reproduce design details.
Detail the room by adding window panels and wooden edges, using array, bevel, and solidify modifiers for depth. Fix shading with auto smooth and hardened normals while referencing reference images.
Organize the Substance Painter layout, then texture the chair and table with a smart material using triplanar projection, tiling, offset, and height adjustments.
Explore color space adjustments in Substance Painter for Unreal Engine accuracy, and master masking with black/white masks, fill layers, brushes, and smart masks to craft realistic textures.
Unwrap and texture the table and chair in a Blender to Substance Painter workflow. Apply modifiers, verify normals, and transfer materials for separate texture sets.
Texture the table by adding a dust fill layer, using a black mask, directional noise, and triplanar projection, then introduce color variation, edge damage, and scratches with tiling controls.
Texture a chair and table in UE5 using smart materials, geometry masks, and mask techniques in Substance Painter to create reusable materials and precise selective application.
Texture the shelf and tables by unwrapping, exporting to Substance Painter, and applying wood smart materials with gold details; bake 4k mesh maps and refine normals for realism.
Unwrap and export folding screen and shelf from Blender to Substance Painter, bake maps, and texture with wood and gold; merge four screens into one UV island for seamless projection.
Add a balcony to the room by duplicating planks and refining edges. Set up a camera to preview the scene and prepare for unwrapping and texturing room and windows.
Texture the room, balcony, and windows by unifying materials, unwrapping onto a single uv map, and applying wood, concrete, and gold textures, then bake mesh maps in Substance Painter.
Set up a complete Unreal Engine workflow by creating a new project, exporting Blender assets to a single FBX, and importing them with textures, materials, lighting, and scene setup.
Export textures from Blender or Substance Painter, map RGB to base color, normal to normal, and R, G, and B channels to ambient occlusion, roughness, and metallic in Unreal Engine.
Position the directional light at a mood-setting angle, add a rectangular light, then use a post-process volume in Unreal Engine to tune exposure, bloom, vignette, color grading, and infinite extent.
Create vase props for a traditional Chinese room in Blender, using reference images and cylinders to sculpt shapes, extrude and bevel edges, and apply smooth shading.
Learn to model small props for a traditional Chinese room in Blender, using solidify thickness, beveling vertices, edge loops, and organizing props into a Drop set.
Learn to create small props for a traditional Chinese room in UE5 using Blender, reference images, and a prop set workflow, including lamps, plates, and brushes, with texturing readiness.
Export props from Blender to Substance Painter, create separate materials for vases and props, bake 4k maps, and texture marble, porcelain, bronze, and wood for a Chinese room in UE5.
Import props and textures into Unreal Engine, export textures from Substance Painter, map base color, normal, ambient occlusion, roughness, and metallic maps, then place and group objects with precise pivots.
Place additional props from Quixel Bridge and Megascans to enrich a traditional Chinese room in Unreal Engine 5, then capture and enhance hi-res screenshots using pilot cameras and Photoshop.
Hello everyone and welcome to this new course. In this course, we will go over the entire process of creating a Traditional Chinese Room 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 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 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 things like the Writing Table, Chairs, Shelfs and all the different props in our scene, the entire process of modelling will be covered in Blender only.
After we have modeled all our main assets, we will UV Unwrap and 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 set up the scene over there. The next step would be to set up our lighting and create a mood and atmosphere for our scene. We will use the new features of Unreal Engine such as Lumen to get realistic lighting for our scene and set up a Post-Processing volume to further enhance our scene's visuals.
Then we will spend some more time creating a lot of small props to further detail the scene even more like some Vases, Lamps, Tea Pots 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 on this course would be explained in detail but some prior knowledge of the software would be helpful.