
Create the initial blockout for a desert mobile environment by structuring the project, building a level with bsp volumes, landscape, and lighting, then bake lights and refine with post-process effects.
Learn the asset pipeline for mobile environments: create a high-poly container, retopologize to a low-poly, unwrap UVs, create simple PBR textures, and import modular assets into a game engine.
Learn retopology techniques to minimize triangles while preserving silhouette for game assets, prepare meshes for baking, and wrap clean UVs using Blender's seams, sharp edges, and unwrap workflow.
Learn how to bake texture maps and create PBR materials for a crate, import into Unreal Engine, and use a modular asset pipeline with UV layout, symmetry, and packed textures.
Import textures with srgb off, create material M crate, and wire normal, base color, occlusion first, then roughness, then metalness. Merge meshes to reduce draw calls and boost mobile performance.
Model trims in Blender using the trim texture pipeline, bake normal and curvature maps plus PBR textures on a plane, then texture modular assets with a single material.
Bake high and low poly trims in Blender, export FBX for Unreal, and bake maps in Substance Painter to create normal maps, ambient occlusion maps, and curvature maps.
Create modular mobile environment assets using trim textures, adjust UVs in Blender, and test the workflow in Unreal with pillar and stairs examples.
Learn to build a modular wall set in Blender using trims and UV shells, then import to Unreal for emissive lighting and a final bake.
Organize lighting assets, tweak sun and skylight, and add fog, reflection captures, and color grading in Unreal Engine. Use blueprints to combine emissive fixtures with lights and iterate bakes.
Refine lighting and scene decoration by iterating shader tweaks, exporting masks from Substance Painter, and blending paint, metal, and dirt through a configurable trim material in Unreal Engine.
Advance lighting and decorating workflows for a mobile environment using modular assets, lightmaps, and blue lights. Adjust normals, roughness, and lerp-based textures to improve readability and cohesion in the level.
Tweak material colors and emissive saturation, compare detail lighting mode with lit mode to balance brightness, and bake lighting with lower lightmaps for mobile performance.
Learn to sculpt, retopologize, and texture a modular rock asset for desert environments in mobile and VR, using dynamesh, trim brushes, and baking maps in Substance Painter.
Create a tileable sand material in Substance Designer, preview it on a mobile scene with rock assets, and export RGB packed textures for Unreal with tiling and rotation controls.
Master creating a desert background by building a modular rock and tileable sand landscape with landscape coordinates, weight-blended layers, painting waves and plain, and tuning tiling in Unreal.
Create a custom skydome in Blender and Unreal Engine, paint a painterly sky texture, adjust emissive lighting and fog, and decorate the desert environment.
This final polishing chapter guides optimizing and refining a mobile and VR environment through lighting iterations, post-processing, and lookup tables, with attention to lightmaps and LODs for consistency.
Polish the environment by crafting modular cables, connectors, and rails in Blender, shaping curves and thickness, then import to Unreal Engine, unwrap lightmaps, and place assets to guide the player.
Learn to create and import decal sheets from Photoshop into Unreal Engine, build a decal material with color and roughness, and place decals to enhance the game environment.
Polish the mobile environment by decorating the scene, refining lighting and composition, baking lightmaps in Unreal Engine, and creating a Photoshop LUT for in-engine color grading.
Creating Game Environments For Mobile & VR - In-Depth Tutorial Course
Learn how a professional environment artist works when creating environments for mobile and VR games. You’ll learn techniques like Modular Modeling, optimization techniques for Mobile/VR, trim sheet workflows, level art & composition in UE, rock sculpting in Zbrush, Modeling in Blender and so much more!
BLENDER, SUBSTANCE, AND UNREAL ENGINE 4
All the modeling will be done in Blender3d & Zbrush, However, the techniques used are universal and can be replicated in any other 3d modeling package. The materials and textures are created using substance painter and a little bit of substance designer. Level art, lighting and composition will be done in Unreal Engine 4.
In this course, you will learn everything you need to know to create the final results that you see in the images and trailers. Next to this, the same techniques can be applied to almost any type of environment. The key focus of this course is to create the environment in a very optimized way in order to make it run smoothly for mobile and VR.
10 HOURS!
This course contains over 10 hours of content – You can follow along with every single step – This course does not contain any time lapses.
The course will start of with going over how to create a Blockout directly in Unreal so that we know the dimensions and composition of our scene.
Then we will move on to our asset pipeline, where we will show how to create high and low poly models, bake them and do the texture creation.
Once this is done we will move on to the trim sheet creation. we will go over on how to create quick and efficient trims sheets that we can use in our level to enhance the quality with just a single texture.
Then it is time to go back to Unreal Engine and start with the environment, lighting and, decoration setup.
We will spend a bit more time after that on the background assets and look and then finish off with the general polish of our scene.
SKILL LEVEL - BEGINNER/INTERMEDIATE
This game art tutorial is perfect for students who have some familiarity with a 3d Modeling tool like Blender, Substance Designer/Painter, and Unreal Engine – Everything in this tutorial will be explained in detail. 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
Blender3D
Substance 3D Designer and Substance 3D Painter
Unreal Engine 4
Zbrush
YOUR INSTRUCTOR
Nico Cluckers is an experienced 3D generalist with a history as Modeling Supervisor during the production of mobile and VR games, such as Buck and Hubris. He is currently active as a lecturer and freelancer.