
Sculpt wood bark silhouettes using alpha maps, dynamesh, and zremesher, then create low-poly versions for baking and export to unreal engine.
Develop modular building kits by reusing geometry to form a five by three unit with a doorway, and prototype an attic variation for later export to Unreal Engine.
Create two-by-two railing kits in Blender, apply them to the platform so they fill all instances, then export to Unreal Engine and assemble varied railings using instanced static meshes.
Learn a kitbash workflow to create roof shingles from simple cylinders, adding moss, round and flat shapes, and variation maps to drive color and silhouette variety.
Master efficient rooftop environment creation using geometry nodes, instance duplication and rotation, index-based selection, and Unreal export workflows to produce varied, modular building rooftops.
Continue building rooftop variations two and three using geometry nodes to manage instances, exclude shadow catchers, adjust rotations, and update materials, exports, and re-imports to finalize the rooftops.
Create a master material in Unreal Engine, building a reusable material with attributes, exporting packed textures for color, normal, roughness, and ambient occlusion, enabling per instance variations for modular props.
Learn to create secondary UV maps, four channels, for modular kits, rooftops, and extras, pack and bake in painter, and generate masks for moss, dirt, and color variation.
Master second UV channel workflows to build RGB masks that drive dirt, paint, and ambient occlusion in Unreal Engine, using channels for R, G, B and ID masks.
Demonstrate creating and applying a second uv channel across modular kits, re-exporting from blender/painter, and using color maps, masks, and material attributes to generate variations.
Create a translucent water shader with a master material and an instance, map textures to world coordinates for tiling, and animate four-way motion with time-driven panners and a normal map.
Do you want to create environments for games without creating everything from scratch?
Then I welcome you to Efficient Environment Creation For Games.
About Me:
My name is Arash Aref and I teach 3d game environment art with a love for Lighting And Prop and Material creation. I have had lots of happy students who enjoy learning new techniques.
By the End Of This Course, You Will Be Able To:
Create Environments Efficiently
Re-use What You Have Already Created To Save Time
Learn Primitive Geometry Nodes Setup for Fast Procedural Meshes
Learn Primitive UE5 Blueprint for Fast Iteration
What You Will Learn:
Translate current day references to old environments
Kit-Based workflow for fast iteration
Modular environment creation
Re-using what you already have to save time and energy in production
Course Project Overview:
We will start with taking a look at our reference board to get an idea, but since our reference board belongs to the current day and our goal is to create an ancient environment; we will use our imagination. Then using the knowledge gained from the references we start the blokcout process to test our ideas to make sure they work. The next step is to start creating the kits and using the existing kits we will create a complete environment. We finish the course by creating a simple water material and lighting and post processing.
Who is This Course For?
The course is for those who want to learn fast environment creation techniques.
The course is also for artists who want to speed up their workflow in environment art.
Who is Not The Ideal Student For This Course?
This course is not designed for absolute Blender beginners.
What Are The Requirements or Prerequisites For Taking This Course?
I expect you to have some prior knowledge in game environment art
Join Me Now:
So if you want to learn more techniques to efficient environment creation, then join me now, and take your skills to the next level. Don't forget that investing in yourself will pay for the rest of your life. Hope to see you in the course.