Udemy
    •  
    •  
    •  
    •  
    •  
    •  
    •  
    •  
Turn what you know into an opportunity and reach millions around the world.
Learn More
Your cart is empty.
Keep shopping
Creating Destroyed Assets for Games
23 students

Creating Destroyed Assets for Games

Learn how a professional environment artist works when creating destroyed assets for games.
Last updated 4/2024
English

What you'll learn

  • Learn how to create high quality destruction models
  • Learn how to create modular assets
  • Learn how to design a collapsed building using your assets
  • Learn advanced texturing techniques using Substance Designer & Painter

Course content

1 section74 lectures27h 1m total length
  • Gathering Our Reference24:39
  • Planning Our Asset Creation16:07

    Plan a modular asset workflow in Photoshop by listing walls, pillars, floors, windows, and rubble variations. Then start an Unreal Engine blockout with basic shapes.

  • Setting Up Our Unreal Engine 5 Project22:26

    Set up Unreal Engine 5 project, create a blank project, organize assets, saves, materials, textures, and save the main level, then set up a flat terrain with a cinema camera.

  • Creating Our Base Blockout25:23
  • Creating Our Modular Blockout Pieces Part122:50
  • Creating Our Modular Blockout Pieces Part216:16

    Create modular blockout pieces for a destroyed assets workflow, including roof and floor components and broken variations, and export to Unreal with consistent naming and uniform scaling.

  • Placing Our Modular Blockout Pieces Part124:02
  • Placing Our Modular Blockout Pieces Part233:18
  • Placing Our Modular Blockout Pieces Part328:15
  • Placing Our Modular Blockout Pieces Part416:43
  • Placing Our Modular Blockout Pieces Part523:57
  • Doing Our Second Blockout Pass Part123:28
  • Doing Our Second Blockout Pass Part221:08
  • Doing Our Second Blockout Pass Part323:50
  • Doing Our Second Blockout Pass Part426:29

    Perform a second blockout pass for destroyed assets, creating five variations of collapsed concrete and rubble, testing placements, overlaps, and support logic in Unreal.

  • Doing Our Second Blockout Pass Part521:27
  • Doing Our Second Blockout Pass Part626:01

    In this second blockout pass, build destroyed assets by placing rubble and wood clutter, using variations and big shapes for balance, and prepare for mass fx simulations and unreal export.

  • Doing Our Second Blockout Pass Part722:11
  • Doing Our Second Blockout Pass Part826:56

    Use the bend modifier on the y-axis at 90 degrees, limit the effect to the lower area, and create quick blockouts for destructed wood floors in Unreal.

  • Doing Our Second Blockout Pass Part934:50

    Refine destroyed assets for games by performing a second blockout pass, advancing the quality and consistency of destruction-ready assets.

  • Bonus - Fractures in Maya5:58
  • Bonus - Fractures in Blender4:09

    Learn to fracture objects in Blender with the Cell Fracture addon, enabling it and tuning source limit and recursion for varied shatter effects, including random fracture options.

  • Taking Our Window Piece To Final Part127:40
  • Taking Our Window Piece To Final Part219:40
  • Creating The Basis Of Our Master Material25:58
  • Taking Our Broken Pillars To Final Part119:03

    Export pillars from 3ds max, bevel edges, and create broken variations in ZBrush; convert to low-poly meshes, bake, and apply shader enhancements for destroyed game assets.

  • Taking Our Broken Pillars To Final Part222:36
  • Taking Our Broken Pillars To Final Part324:53

    Learn how to sculpt broken pillar assets, bake a normal map from high to low poly with decimation master, and prepare for Unreal with masking, textures, and UV workflow.

  • Taking Our Broken Pillars To Final Part422:24

    Import pillars into 3ds Max, unwrap and relax UV maps with manual seams and checker maps, then bake normals in Marmoset Toolbag for a triangulated FBX for Unreal.

  • Taking Our Broken Pillars To Final Part523:46
  • Creating Our Rebar Textures27:48
  • Adding Our Rebar To Our Broken Pillar23:02

    Export rebar textures, build three planes with tile and mask maps and cutout transparency in 3ds Max, then bend them to fit a broken pillar and apply materials in Unreal.

  • Improving Our Master Material Part125:13

    Learn to create a destruction master material for game assets by building a reusable mask in substance painter, blending concrete textures with dirt, and exporting a dirt-aware smart material.

  • Improving Our Master Material Part225:31
  • Adding Decals And General Polishing Of Our Outside Building12:55

    Apply decals to an outdoor building in Unreal to cover seams and add weathered detail. Adjust materials, color, dirt, roughness, tiling, and patches for a convincing exterior.

  • Taking Our Big Concrete Rubble Pieces To Final Part117:07

    Prepare large concrete rubble pieces in 3ds Max using rayfire Voronoi to fracture and shape them. Create low and high poly, UVs and baking, then export to ZBrush for sculpting.

  • Taking Our Big Concrete Rubble Pieces To Final Part227:44
  • Taking Our Big Concrete Rubble Pieces To Final Part317:30

    Learn to craft destroyed concrete rubble assets by masking, applying noise, and planar corrections, refine edges with trim dynamic, and bake to a high-poly before low-poly UV work.

  • Taking Our Big Concrete Rubble Pieces To Final Part441:10
  • Taking Our Big Concrete Rubble Pieces To Final Part518:38
  • Taking Our Big Concrete Rubble Pieces To Final Part622:57
  • Taking Our Big Concrete Rubble Pieces To Final Part716:45

    Rotate rubble UVs with a custom rotator and center-based rotation_angle to refine concrete textures. Build masks and cracks via anchors, blur, levels, and world aligned texture, then export to Unreal.

  • Taking Our Remaining Big Concrete Rubble Pieces To Final Part130:49
  • Taking Our Remaining Big Concrete Rubble Pieces To Final Part2 - Timelapse21:54

    Watch a timelapse taking the remaining big concrete rubble pieces to final part 2, as destroyed assets for games.

  • Taking Our Remaining Big Concrete Rubble Pieces To Final Part3 - Timelapse5:12
  • Taking Our Remaining Big Concrete Rubble Pieces To Final Part4 - Timelapse12:33

    Take viewers through the final part 4 timelapse of the remaining big concrete rubble pieces for destroyed game assets.

  • Taking Our Remaining Big Concrete Rubble Pieces To Final Part5 - Timelapse17:25
  • Taking Our Remaining Big Concrete Rubble Pieces To Final Part6 - Timelapse3:19

    Demonstrate a timelapse of taking remaining big concrete rubble pieces toward the final part of destroyed assets for games.

  • Taking Our Remaining Big Concrete Rubble Pieces To Final Part7 - Timelapse22:40
  • Taking Our Remaining Big Concrete Rubble Pieces To Final Part8 - Timelapse24:07

    Watch a timelapse of taking the remaining big concrete rubble pieces to final part 8, illustrating how destroyed assets are built for games.

  • Taking Our Remaining Big Concrete Rubble Pieces To Final Part9 - Timelapse19:25

    Watch a timelapse walkthrough tied to a Witcher 3 ultimate installment, with Final Fantasy content shoutouts, and prompts to subscribe and follow on Instagram, Twitter, and Discord.

  • Importing Our Remaining Big Concrete Rubble Pieces Part118:44

    Finalize destroyed assets by adding rebar to remaining concrete rubble, then import and set up the pieces in Unreal, while creating smaller crumbling fragments for realism with masks and baking.

  • Importing Our Remaining Big Concrete Rubble Pieces Part223:48

    Export and reimport rubble pieces in unreal, assign masks and normal maps, and simulate concrete piles with dynamic rigid bodies for believable destruction assets.

  • Creating Additional Small Rubble Pieces28:14
  • Placing Our Small Rubble Pieces13:19
  • Creating Our Final Roof Pieces Part128:23
  • Creating Our Final Roof Pieces Part232:37
  • Creating Our Final Floor Pieces Part124:20

    The lecture teaches creating optimized floor pieces for games by using alpha maps to bake splinters from high-poly to low-poly, and assembling multiple plank variations.

  • Creating Our Final Floor Pieces Part225:00
  • Creating Our Final Floor Pieces Part322:17
  • Creating Our Final Floor Pieces Part425:57

    Create modular destroyed wood floor pieces by modeling, duplicating, and arranging planks, using FFD deformation to align ends, then cut and assemble into broken variations for game-ready assets.

  • Creating Our Final Floor Pieces Part524:19
  • Creating Our Final Floor Pieces Part621:38

    learn how to prep destroyed assets by simulating wood rubble, optimizing geometry, and baking dynamic rigid bodies using a cardboard preset, while refining lighting, materials, and scene polish.

  • Doing A Polishing Pass On Our Scene Part124:22

    Enhance the destroyed scene through lighting, volumetric fog, and post effects, build a world space master material with color overlays, and perform DaVinci Resolve LUT-based color grading for Unreal.

  • Doing A Polishing Pass On Our Scene Part2 And Creating Internal Pillars23:29
  • Creating Our Final Internal Walls Part131:52
  • Creating Our Final Internal Walls Part219:38
  • Creating Our Rubble Pile Texture Part118:20
  • Creating Our Rubble Pile Texture Part225:48

    Create a tileable rubble texture via a PBR metallic roughness workflow in Substance Painter, importing and baking maps (base color, normal, roughness, ambient occlusion, curvature) and refining with clone painting.

  • Creating Our Rubble Pile Texture Part329:04
  • Creating Our Broken Wall - Timelapse2:42

    Watch a timelapse of creating a broken wall as part of building destroyed assets for games, illustrating workflow and asset creation techniques.

  • Taking Our Scene To Final Part1 - Timelapse15:48

    Take our scene to the final part 1 with a timelapse to demonstrate the workflow for creating destroyed assets for games.

  • Taking Our Scene To Final Part2 - Timelapse24:05

    Follow a timelapse that takes a game scene to its final form in part 2.

  • Taking Our Scene To Final Part3 - Timelapse8:07

    Explore how to finalize a game scene with destroyed assets through a timelapse, part 3.

Requirements

  • For this course you will need to know the basics of 3ds max, Zbrush, Substance Designer & Painter and Unreal Engine

Description

Creating Destroyed Assets for Games

Learn how a professional environment artist works when creating destroyed assets for games. You’ll learn techniques like correct asset planning, creating modular assets, creating destroyed concrete and pillars, creating destroyed wood/flooring, creating rubble piles, simulating debris, and more!


3DS MAX, SUBSTANCE, ZBRUSH, AND UNREAL ENGINE 5

All the modeling will be done in 3DS Max, However, we have also included bonus chapters on how to do non-universal techniques in Maya and Blender. The of the techniques used are universal and can be replicated in any other 3d modeling package. Sculpting will be done in Zbrush and mask/material creation will be done in Substance Painter and a little bit of Substance Designer. The entire level will be set up in Unreal Engine 5 and we will also use a bit of photoshop and DaVinci resolve.

At the end of this course, you will have a deep understanding of how to create destruction for games. Please note although all textures are included we will not go over how to create them, this course is solely focused on creating the destroyed assets and doing some level art.


27+ HOURS!

This course contains over 27+ hours of content – You can follow along with every single step – The course does enclose a few small-time lapses, this is just to speed up very repetitive tasks, the rest is done in real-time.

We will start by gathering our references and going over our planning. Then we will create a blockout for all our assets and already put our scene together to make sure everything works correctly.

After that, we will start to create all of our final assets. We have divided the tutorial up per destruction type. Meaning that we will first take the pillars to final, then the concrete rubble, then the wood, etc.

Once that is done we have also included some bonus material on how we create the additional level art surrounding our building like the additional buildings, trees, and extra assets (this will be done using a timelapse)


SKILL LEVEL

This game art tutorial is perfect for students who have familiarity with a 3d Modeling tool like 3DS Max, Substance Designer/Painter, and Unreal Engine – Everything in this tutorial will be explained in detail and we have also included bonus chapters on how to replicate some techniques in Maya and Blender. However, if you have never touched any modeling or texturing tools before we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on YouTube or paid on this very website)


TOOLS USED

  • 3DS Max

  • Substance 3D Designer and Substance 3D Painter

  • Unreal Engine 5

  • Zbrush

  • Davinci Resolve

  • Photoshop

  • Marmoset Toolbag 4 (can be replaced with Substance Painter)


YOUR INSTRUCTOR

Emiel Sleegers is a senior environment artist currently working in the AAA Game Industry. 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.


Who this course is for:

  • This course is intended for intermediate to advanced Environment artists