
Gather reference for destroyed assets using PureRef, sourcing high-resolution images of collapsed buildings, rubble, floors, and pillars, while noting Naughty Dog copyright and planning original variations.
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.
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.
Export the base blockout from Unreal Engine to 3ds Max, refine its shape with editable poly tools, and define floor levels to prepare a clean re-import.
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.
Place modular blockout pieces to create destroyed assets for games in part 2 of the course on creating destroyed assets.
learn how to place modular blockout pieces to craft destroyed game environments, balancing pillar placement, broken walls, rubble, and double walls with wood floor debris to form believable open spaces.
Split and shape destroyed concrete into sunken and fractured pieces during the second blockout pass, create variations, test thickness, and export to Unreal for a believable collapsed environment.
Perform a second blockout pass for destroyed assets, creating five variations of collapsed concrete and rubble, testing placements, overlaps, and support logic in Unreal.
Refine roof broken pieces in the second blockout pass, create two-sided variations, and plan asset placement using sweep and symmetry in 3ds Max, then export and reimport for iteration.
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.
In this second blockout pass for wood floor, the instructor demonstrates creating multiple wood plank variations, using Voronoi fragmentation and Adapoly, and planning final optimization with bend modifiers.
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.
Refine destroyed assets for games by performing a second blockout pass, advancing the quality and consistency of destruction-ready assets.
Explore how to create Voronoi fractures in Maya with Pulldownit 5 for game destruction, using the shatter tool to set shard counts, wood splinters, and draft mode directions.
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.
Create a basic window, texture brick, metal, and glass, unwrap UVs with a box map, and make textures tileable. Export to Unreal Engine and begin glass material in Substance Painter.
Create a master material in Unreal Engine with parameterized base color, desaturation, lightness, normal strength, roughness, metallic, and tiling; use texture samples as parameters for brick wall, glass, and metal.
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.
Demonstrates real-time techniques for creating damaged concrete pillars in ZBrush, from breaking edges and using noise texture to plan two or three variations while preserving top modularity and reusability.
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.
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.
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.
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.
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.
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.
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.
Learn to unwrap and pack UVW maps, reset XForm, and align rotations for stripes, then export as an FBX and bake in Marmoset before placing rebar in Unreal.
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.
Watch a timelapse taking the remaining big concrete rubble pieces to final part 2, as destroyed assets for games.
Document the remaining big concrete rubble pieces through a final part 3 timelapse to showcase how destroyed assets are created for games.
Take viewers through the final part 4 timelapse of the remaining big concrete rubble pieces for destroyed game assets.
watch a brief demonstration of creating destroyed assets for games and explore related blog insights.
Demonstrate a timelapse of taking remaining big concrete rubble pieces toward the final part of destroyed assets for games.
Watch a timelapse of taking the remaining big concrete rubble pieces to final part 8, illustrating how destroyed assets are built for games.
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.
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.
Export and reimport rubble pieces in unreal, assign masks and normal maps, and simulate concrete piles with dynamic rigid bodies for believable destruction assets.
Place and expand small rubble pieces to create variations four and five, adjust scale and placement, then export and reimport into Unreal with a destruction mask.
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.
Select and place the best 11 destroyed floor pieces, rotate and align them for symmetry, and test with wood shaders and a master material to finalize the asset.
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.
Create final destroyed floor assets for games by modeling and assembling wood floor variants, applying slight randomization, exporting variations, balancing color, and preparing a clean half for simulations and polishing.
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.
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.
Create a rubble pile texture from bricks, concrete rubble, and wood rubble, improvise without shaders and Megascans, bake in Marmoset, and export high- and low-poly textures for Substance Painter.
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.
Watch a timelapse of creating a broken wall as part of building destroyed assets for games, illustrating workflow and asset creation techniques.
Take our scene to the final part 1 with a timelapse to demonstrate the workflow for creating destroyed assets for games.
Follow a timelapse that takes a game scene to its final form in part 2.
Explore how to finalize a game scene with destroyed assets through a timelapse, part 3.
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.