
Learn to build a realistic fantasy game environment from scratch in real time with Maya and Unreal Engine, covering block-out, materials in Substance Designer and Painter, lighting and foliage.
Review reference imagery to plan a Maya and Unreal Engine environment, break the scene into reusable rock assets, a temple and a bridge, then start with a block-out before sculpting.
Create blockouts for a realistic fantasy environment in Maya using cubes, random cuts, and organized layers, then prep for sculpting in ZBrush.
Create curved blockouts and cliff-edge geometry by selecting edges, rotating in 15-degree increments, duplicating around, and refining with grid alignment and transform resets.
Create and refine stone blockouts in Maya, shaping with brushes, adding cuts and silhouette variation, then optimize with Decimation Master to produce game-ready low-poly stones for Unreal Engine.
Block out stone piles by shaping base stones, adjusting angles, and blending moss, then simulate gravity with colliders and Bullet physics in Maya.
Block out a realistic fantasy environment in Maya and Unreal Engine by arranging floor pieces, aligning pivots, and exporting assets for real-time lighting with skylight and directional light.
Begin a blockout in Unreal Engine around the Obeida platforms, duplicating cliff edges to form a basic bridge, then set up a perspective camera to preview the scene.
Block out a realistic fantasy environment in Unreal Engine part 2 by placing stone piles, shaping a bridge silhouette, adapting angles, and duplicating assets.
Continue building a realistic fantasy blockout in Unreal Engine by refining the background, terrain, silhouettes, and fog using modular pieces and landscape sculpt.
Sculpt a realistic round cliff in Maya, prep and export assets, and iteratively refine with dynamic sculpting, splitting geometry, and sharp cuts toward the final look.
Sculpt a realistic round cliff in Maya using cutting, dynamite cuts, planers, and dynamic workflows, then merge geometry for a reusable game environment in Unreal Engine.
The lecture guides sculpting a round cliff in Maya, sharpening edges and borders, refining transitions with trim and dynamic tools, then demonstrates decimation and preview in Unreal Engine.
Develop a rounded cliff sculpture by blocking out shapes in Maya, applying dynamic geometry, refining edges with cuts and smoothing, previewing in context, and planning architecture before sculpting additional pieces.
Sculpt a realistic cliff edge using masking, cuts, solo and dynamic tools, fix topology and holes, merge geometry, and export the asset for game pipelines.
Sculpt a cliff edge using basic shapes, timelapse sculpting, and non-destructive workflows to build dynamic rock forms for a realistic fantasy game environment; prepare materials with substance.
Create a rock cliff material for realistic environments by building heightmaps, normals, and roughness in Substance Designer, with UV maps and color variations.
Break up the ship’s surface using directional warp and multiple noises, then refine with slope block grayscale, blur, and tiling fixes to create a detailed rock material for realism.
Explore creating a rock material by refining noise, masking, and layering heightmaps in Maya and Substance Designer, then previewing with Marmoset and exporting textures for Unreal.
Learn how to soften rock edges with bevel and normals, optimize Substance Painter materials for performance, and build base color with gradient maps and noise for realistic rock textures.
Learn to craft a realistic rock material in Maya and Unreal Engine by layering base color with dirt, grime, and highlights, adding noise, masks, ambient occlusion, and roughness for depth.
Build a rock material for a realistic fantasy environment by creating multi-layer masks in substance and refining rim light, back lighting, and sky to reveal details.
Explore building a rock material in Substance Designer by combining masks and distance-based cracks, layering greyscale, color, dirt, and curvature to enhance the normal map.
Create a moss material for a mosque in Substance Designer by building a small house form, applying tiling, vector maps, and layered normal and displacement maps.
Learn to craft a realistic moss material by blending multiple moss textures with gradient maps, color tweaks, dirt overlays, and roughness/normal adjustments in Maya and Unreal Engine.
Optimize rock assets by reducing high-poly cliffs to low-poly meshes with decimation master, bake normals in Maya and Unreal Engine, then export and unwrap uv maps for material application.
Learn how to unwrap rocks in Maya using seams, unfold and layout UVs, import textures, assign a Lambert material, and assess texture stretching for a bake-ready Unreal Engine workflow.
Unwrap rocks for a realistic game environment by applying plane mapping, layout adjustments, and distortion and seam checks in Maya, preparing textures for Unreal Engine with worldspace mapping when needed.
Bake high-poly cliff edge rocks to a low-poly bake in Maya and Marmoset, export selections, adjust cage, and generate normal and ambient occlusion maps for use in Substance Painter.
Export baked rock assets to Unreal Engine, then create a rock master shader that blends baked normal maps and AO with moss, dirt, edge highlights, tiling, rotation, and masks.
Continue crafting the rock master shader in Unreal Engine using Substance Painter. Import maps, set base color, roughness, normal, and build dirt and edge highlight masks.
Continue building the rock master shader in Unreal Engine by adding dirt variation with base maps and a dirt parameter driven by a lerp mask, adjusting roughness and highlights.
Create and refine the rock master shader in Unreal Engine by building a world-space moss system with tiling masks, sharpness, and moss amount.
Execute the first lighting pass for a realistic fantasy scene, balancing directional light, skylight, HDR cube maps, fog, and post-processing to approach the reference in Maya and Unreal Engine.
Create a three-layer fuzzy moss system in Maya by duplicating planes and applying moss A, B, and C masks from Substance Designer, then balance colors with post effects for realism.
Learn to build a layered fuzzy moss system in Maya and Unreal Engine by tuning moss breakup, density, lightness, and masks, then import and refine for cohesive shading.
Create a fuzzy moss system in Maya and Unreal Engine by duplicating and extruding rock faces, assigning moss materials, and building cliff edge and stone variations (A/B/C) with moss textures.
Create two floor sections from selected outlines, convert to static meshes, export floor A and floor B, and import them into Unreal Engine at 0.01 scale for a tilable floor.
Fix floor seams by enabling two-sided distance field generation, then build a reusable moss floor material using a heightmap painted by vertex color to add snow variation.
Continue building a base snow deck by creating a heightmap and normal map, then blend snow with dirt, roughness, ambient occlusion, and color in Maya and Unreal Engine.
Paint real-time vertex colors in unreal to blend floor a and floor b with masks and ambient occlusion, while using height layers and mesh paint for snow and variation.
Continue floor creation for the realistic fantasy environment, troubleshoot displacement-driven shadows and occlusion, and polish by painting snow, adjusting normals, UVs, and camera angles.
Troubleshoot rock textures in Maya and Unreal Engine by adjusting normal maps, roughness, and moss layers in Substance Designer, reimport assets, and refine tiling for sharper, realistic stones.
Prototype and sculpt a realistic stone pile in Maya and Unreal Engine, refining edges with dynamic simulation, subdivision, and clay build-up for dramatic variation.
Sculpt a stone pile in Maya, merge pieces with dynamic topology, add moss via non-destructive layers, smooth edges, and export high- and low-poly meshes with UV maps for Unreal Engine.
Learn to prototype a stone pile by importing assets, UV unwrapping, baking high and low poly details, and applying moss textures and masks in Maya and Unreal Engine.
Create a realistic stone pile in Maya and Unreal Engine by sculpting mossy bumps with clay build up, managing layers, applying decimation, and preparing UVs for export.
Build a stone pile by baking, extruding, and removing faces to shape rocks. Export to engine, replace moss masks, and use a world-space moss toggle with painting to control moss.
Refine moss realism on rock assets by adjusting moss masks, density, blending, and tiling in Maya, while tweaking normals and displacement and painting moss across geometry for a cohesive environment.
Apply composition techniques to enhance a fantasy environment in Maya, adjusting rocks, cliffs, and temple placement; experiment with placement, scaling, and occlusion to refine the scene.
Refine the composition by adjusting lines, elevations, rock placement, and camera angles to reveal the temple and guide the eye toward planned trees and a bridge.
Create a realistic temple environment by blocking out a base, detailing pillars and stones, and applying weight normals to achieve smooth, aged edges without baking, while referencing ancient temple designs.
Create a temple base pillar in Maya using cubes, extruding and beveling edges, and refine with isolation mode and vertex merging for a seamless, organic look.
Align temple scale to a character by using a 180 cm reference cube and importing the scale into Unreal Engine, then refine steps, walls, and the entrance.
In Maya, create the temple exterior walls and a large doorway, refine with extrude and bevel, and prepare for roof and texture in later steps.
Block a temple with cubes, duplicate and vary bricks, adjust pivots and bevels, rotate and align pieces, then add a roof and back wall in a low-poly workflow.
Adjust the temple layout in Maya by scaling, moving, and reconfiguring rocks, then export to Unreal Engine to test materials and placement, with plans for moss textures and polishing.
Create a simpler, subtler version of the temple material, adjust color and normals, and export textures from Maya to Unreal Engine, while updating UVs and smoothing details.
Refine a realistic temple scene in Maya and Unreal Engine by tuning textures, color, and lighting, adjusting gradients and dirt, and planning tree integration with SpeedTree in the next chapter.
Explore free and inexpensive foliage workflows for Maya and Unreal Engine, including Tree It as a free alternative to SpeedTree, and manual spline-based foliage creation with textures and leaf meshes.
Create final foliage by generating leaf sub-branches using a template, adjusting punch parameters, and exporting textures and materials for Maya foliage, ready for Unreal Engine integration.
Create pine-like foliage in Maya using a template, tweak Twix details, build leaf and bark meshes from shared textures, then export to Unreal Engine with two-sided foliage and color overlays.
Refine realistic foliage in Maya and Unreal Engine by adjusting leaf textures, sub-surface color, and scale, and experiment with distance field maps and leaf variations for believable distant detail.
Place and paint trees across the scene using mesh painting, tuning density, radius, and random angles, balancing foreground, background, and camera angles for a realistic environment.
Learn to create realistic foliage in Maya and Unreal Engine by sourcing textures, building albedo, roughness, translucency, and normal maps, and fine-tuning leaf geometry, placement, and density.
Create a low-poly bridge block-out in Maya, convert to a static mesh, and export for Unreal Engine. Iterate with planks, cornerstone, and spline-based details, then prepare textures in Substance Painter.
Sculpt a pair of bridge shapes by hand in Maya, using symmetry and masking, adjust geometry with dynamic smoothing, and validate topology through export, import, and vertex merging.
Learn to craft a weathered bridge in Maya and Unreal Engine, adding carved cuts, weathering, moss on rock surfaces, and rope hooks, then optimize and texture in Substance Painter.
Fix and optimize a bridge mesh in Maya by merging vertices, removing problem faces, and carefully unwrapping and laying out UVs before baking textures in Marmoset and Substance Painter workflows.
Learn to create a realistic fantasy bridge environment by texturing stone and wood in Maya and Unreal Engine, including baking normal maps, curvature, ambient occlusion, moss, dirt, and masking workflows.
Build and texture a realistic fantasy bridge in Maya, clone and arrange deck segments, apply moss, export to Unreal Engine, and apply a dedicated bridge material with lighting.
Build a bridge segment in Maya by shaping planks from a spline, extruding a thin cylinder, adjusting vertices, duplicating and mirroring parts, and prepping for texture in the next chapter.
Master uv unwrapping and tiling for a bridge, apply a lambert material named hope, adjust normals and albedo, and export the bridge as fbx for reimport.
Move and align bridge planks, clone assets, and adjust scales and normals to produce a realistic bridge. Optimize performance and lighting in Maya and Unreal Engine for polishing.
Learn to refine composition in a realistic fantasy game environment in Maya and Unreal Engine, adjusting foliage, rocks, and trees, and prep the lighting pass by tweaking color overlay brightness.
Refine final lighting by adjusting exponential height fog and volumetric fog density and albedo, then apply color grading with a look-up table via post effects to boost mood.
Execute the final lighting pass by adding mist with planes, tuning density and distance, and adjusting parallax-like textures for camera angles.
Create a corner damage texture in Maya by baking a normal map onto a plane, unwrap the UVs, bevel edges, and paint a Photoshop mask for Unreal Engine.
Apply a corner damage texture to temple by creating a material, baking normals, and adjusting UVs with preserve UVs to control texture stretching, then enhance with a stronger normal map.
Learn to create realistic corner damage on cliff edges by duplicating assets, preserving uvs, adjusting edges for natural blending, and adding moss for fuzziness, then export for final polish.
Execute final polish on a Maya scene by refining moss, UVs, dirt, and color grading, adjust lighting and camera angles, and apply practical level-of-detail optimization.
Create subtle punches in the environment with hand-painted branches to enrich the silhouette. Set up a quick blank project, apply materials, and prepare screenshots for final polish.
Polish the realistic fantasy environment by boosting fog and mist, sharpening shadows with a displacement map, and refining Maya materials, moss density, snow tiling, and bridge architecture for depth.
Refine the final chapter by adjusting rock angles, finalize layout, create camera fly-through sequences, and capture high-quality screenshots to showcase a realistic fantasy environment in Maya and Unreal Engine.
Instructor Info
Emiel Sleegers always had love for video games and when he was young, he started using Unity3D for programming but he found himself gravitating more towards the art of making games. Now he is currently working as a Senior 3D Artist at FlippedNormals. He contributed to creating AAA games such as Forza Horizon 3 and The Division 2. His all time favorite game is The Last of Us and that video game is what inspired him to want to work in the game industry. His advice for beginner artists is to focus on one aspect of gaming that they are passionate about, stick to it and get better at it. His hobbies include anything related to games or films, whether it be working on personal projects, freelance work or going out for movies.
Course Info
Hello everyone! And welcome to this very exciting tutorial course on how to create a game environment from start to finish.
My name is Emiel Sleegers, I am a senior 3d environment artist who have years of experience working for AAA game studios and I will be your tutor for this course.
In this course we will go over on how to create a Realtime game environment completely from scratch.
That means that we will make it 100% from start to finish and we will have 95% of this tutorial in real time.
For this course we will be using Maya, Zbrush, Substance painter and designer, a tiny little bit of photoshop, marmoset toolbag, Speedtree and unreal engine 4.
I know, I know it might sound like a lot of programs but I will make sure that everything in this tutorial is easy to understand and follow.
Now, this tutorial is targeted towards intermediate artists, these are artists who are already familiar with the tools I just mentioned but just want to learn the workflows and techniques to creating a video game environment.
As a quick little overview.
We will start this course off with going over our reference and discussing on how we are going to create this environment.
We will then start by making a nice blockout of the environment so that we have accuracy in the scaling and composition.
We will first focus on the rocks since those are one of the main components in this tutorial.
This means we will first complete all the rock sculpts in Zbrush. Setup the low poly in maya and bake the rocks in marmoset toolbag.
Then we will create a rock material inside of substance designer and a special material inside of unreal engine to make the rocks look amazing. For this we also need to quickly create a special mask in substance painter which will give us control over the dirt amount and highlights of the rocks.
After we have done all that we will move on to our moss system, since this is probably the second most important thing in this environment.
I will start by creating a moss material inside of substance designer.
Then I will show you how to use this material to create both procedural moss and hand made fuzzy moss for all your rocks.
Finally, we will start by setting up our environment, doing lighting and composition passes. We will create some foliage inside of speedtree and placing it in our scene. We will create our temple building along with special tileable edge damages. And once we are happy with the entire environment, I will show you how to create some final portfolio screenshots and flythroughs.
If you follow this course you will have a very solid foundation and skillset to tackle almost any kind of game environment, no matter if it is organic or urban.
So why don’t you come and join me at victory3d and we can get this course started!