
Explore the complete 3D environment animation workflow in blender, from finding inspiration to modeling, texturing, scene setup, rendering, color grading, and compositing.
Chapter 1 overview outlines a practical reference gathering workflow for realism in 3D environment art, using Google Earth, Getty, Pexels, and Pure Ref to study textures and object behavior.
Discover how to gather references from Google Earth, Getty Images, and Pexels to fuel a 3D environment project in Blender, focusing on rural churches, textures, roofs, fences, grass, and landscapes.
Model a wall with siding boards in Blender, snap using vertex and edge snapping, use array and mirror modifiers, and cut window and door openings with booleans.
Refine a porch in Blender from a mid-poly block out into separate boards and pillars, using mirror and array modifiers and extruding to proper thickness.
Model window frames, door frames, and trims in Blender using precise edge alignment and vertex snapping, applying rotation scale and origin, and mirror modifiers for realistic, flush details.
Refine eaves and roof details in Blender by separating components, creating a gap and chimney hole via boolean operations, then finalize window and prepare for mid to high poly refinement.
Turn the porch into a high-poly model by beveling boards, using arc profiles, auto smooth with hardened normals, and copying modifiers for consistent bevels.
Apply bevel modifier to create high-poly walls, introduce destruction with warping via proportional editing and random loops, and copy modifiers across walls while refining window frames and glass panes.
Refine high-poly window geometry with bevels and precise edge loops, mirror the frames, and prepare glass panes for UV unwrapping and texture export to Substance Painter.
Create a high-poly 1920s farmhouse door in Blender, using edge loops, insets, and extrudes to form boards, then bevel, mirror, and refine normals for realistic shading.
Learn to model and finalize a detailed window assembly in Blender, align and center frames, bevel and subdivide, and create a stone chimney with displacement for export and unwrap.
Master efficient UV unwrap workflows in Blender, using cube projection and seam-based unwraps, enhanced by Text Tools checker maps to optimize for 4k textures.
Apply textile density to all meshes and optimize UV islands by grouping similar parts, preparing your models for texture work in Substance Painter.
Learn how to optimize texel density in Blender by balancing UV packing while using 4k textures, combining meshes, and measuring texels per ten inches with a texture density checker.
Apply texel density optimization in blender by merging meshes, packing UV islands, and applying 4k textures, aiming for three texels per ten inches, while organizing assets for export.
Assign each object its own material to create separate texture sets in Substance Painter, preventing UV conflicts and ensuring a clean export workflow.
Prepare and export a mesh for Substance Painter, verify face orientation and smoothing, import into Painter, bake 4K maps, and manage texture sets for an efficient texturing workflow.
Analyze reference to note edge wear, dirt, and wood and metal types; gather textures from textures.com, including stencils and masks; create textures, crop, label, adjust color, and fix seams.
Analyze reference to capture key textures and materials for Substance Painter, including worn white paint, worn wood, dirt, and chimney brick to guide texture gathering and creation.
Explore texture gathering for blender projects by sourcing materials from textures dot com, balancing free limits with 4k versus 2k resolutions, and planning stencils for wood, plaster, and metal textures.
Create a tileable wood texture in Blender by cropping to a square and removing seams with clone. Then rotate 90° clockwise, desaturate, and adjust levels to create a stencil mask.
Master substance painter workflow to texture a house: create wood and dirt materials, apply to walls and porch, export textures for Blender, preview with ray tracing, finish roof and glass.
Master the basics of Substance Painter to texture a house, using navigation hotkeys, texture set settings, layers, masks, generators, and export textures.
Texture the wall by building a base paint with color variation, roughness, and height. Use stencils and masks for wear and edgeware, then preview in Blender before texturing the rest.
Finish the house by texturing walls, windows, doors, base board, and eaves with weathering, dirt, edgeware, grunge, and stencils for a cohesive Blender scene.
Explore advanced texturing in Blender, applying materials and real displacement to a roof, refining roughness and reflectiveness, and creating realistic glass with a glass shader and noise-driven roughness.
Explore lighting experiments in blender by rendering dozens of tree-driven lighting scenarios to compare shadows, mood, and texture visualization, guiding the render direction and future aesthetics.
Learn blender lighting experiments with Poly Haven houses, set up a camera and render settings, rotate HDRIs to compare lighting, save variants, and select a preferred setup before terrain blocking.
This course covers EVERYTHING that goes into producing a AAA 3D environment animation!
Designed for both experienced and beginner 3D artists, I'll bring you through all the steps I took while creating my most ambitious render... that includes modeling, texturing, lighting, tree creation, animating, rendering, color grading, and MUCH more. It's 13 hours of organized, super fun, and fully narrated chapters, without a single drop of my workflow left out. I took the production for this course very seriously... basically it won't waste your time. I also have tons of experience in streaming, teaching, video editing, audio work, etc. so I can guarantee that everything is super high quality and digestible! There's TONS of information here that I have accumulated over the past couple years as a full time 3D artist and I know there's something for everyone in here no matter your skill level. Speaking to beginner artists, I would have LOVED to had a course like this when I first started 3D, because sometimes all you need is that initial boost to really get rolling and I can't imagine this course wouldn't be the perfect thing for the job.
The softwares used for this project are Blender, Substance Painter, SpeedTree, and Davinci Resolve. Each are invaluable to my workflow and their jobs and functions are covered extensively, however they are not essential to everyone's pipeline. For example, the section covering my entire texturing process in Substance Painter serves as a great Substance tutorial but also a show of texturing knowledge that could certainly be applied in Blender or any other texturing software. I'll also add that if you are only interested in a specific part of the project, for example just the modeling or color grading, it's worth grabbing too! Super exciting to have you on board.
Things covered:
Inspiration and reference gathering
Modeling - Blockout to High Poly
UV Unwrapping
Texel Density Calculations
Substance Painter - Basics to Advanced Material Creation & Texturing
Lighting
Foliage - Scattering, wind systems using Geometry Nodes, more
Geometry nodes
Building concepts
SpeedTree - Tree creation basics + advanced tree breakdown
Various animation tasks - Camera, grass, etc.
Rendering - Render settings breakdown
Blender compositing - Atmosphere, etc.
Color Grading - Complete color grading workflow using Davinci Resolve
(and more)
Softwares covered:
Blender
Substance Painter
SpeedTree
Davinci Resolve
Various - GIMP, etc.
Course format:
There are 19 total chapters, each with sub sections and overviews. The length of each section is usually between 10-30 minutes, edited to leave in as much process as possible while also not making you watch hours of boring in-between. Basically it's optimized to the best of my abilities. The process for the project is covered progressively however feel free to skip around to what chapter interests you. Everything is fully narrated of course and it runs a total of ~13 hours, enjoy!