
Load the reference image from resource files, insert from my computer in the front view, place a plane, and uniformly scale by 80 to load the reference into the scene.
Sketch 11 body outlines in Fusion 360 for Unreal Engine, using millimeter units and a preset blueprint; build doors, frames, and dividers with rectangles, then copy, align, and press pull.
Model a front-facing body in Fusion 360 by sketching on a plane, extruding, and refining with trim, circles including diameter circle and two-point circle, plus move/rotate operations and body splitting.
detail the floor panel by creating symmetric sketches from the center line, using two-point rectangles and mirror operations in Fusion 360, preparing for Substance Painter and Unreal Engine.
Learn how to add detailed window wall panels in Fusion 360 through sketches, offsets, and cut operations, building depth with extrusions and pipes for Unreal Engine workflows.
Detailing in Fusion 360 builds wall panels for the Unreal Engine pipeline, guiding sketching, piping, offsets, pattern on path, and combine operations to finalize modular components.
Detail a doorframe in Fusion 360 by sketching with a two point rectangle, creating and patterning pipes, and applying cuts to form through features in the Unreal Engine pipeline.
Finish detailing the keypad and door in Fusion 360 by applying two-point rectangles, fillets, and patterns, then refine with mirror and pull adjustments.
Apply sketch offsets, mirroring, and boolean operations to create a divider and trims in Fusion 360, using negative pull values and patterning to form multiple slots and panels.
Export eleven Fusion 360 bodies to a mesh, convert to LBJ, and apply naming conventions while preparing for Blendr optimization.
Learn Blender navigation basics, import Wavefront OBJ files from Fusion 360, simplify topology with low-poly meshes using edge loops and extrusion for Unreal Engine workflows.
Perform a quick automatic uv unwrap on the low poly, export low and high poly models, and apply a sharp remesh to densify topology for clean texturing in unreal.
learn how to bake high-poly detail onto a low-poly model in Substance Painter, using UVs, proper mesh naming, and adjustable output resolutions (2k–4k) for clean game-ready textures.
Texture the model with smart materials, base colors, fabric patterns, and wear using black masks, then export textures for Unreal Engine 4 in a low poly folder.
Model a wall panel in Blender using edge loops and an inner extrusion; unwrap UVs, then export low-poly and high-poly versions for the Fusion 360 to Unreal Engine pipeline.
Adjust low and high poly meshes for wall panel two, tune cage distance, and bake mesh maps. Apply smart materials, set base color, and use masks to create metallic textures.
Texture the wall panel in Substance Painter with smart materials and ambient inclusion for breakup and color variation; export textures for Unreal Engine four packed on a low-poly model.
Import a wall window panel in Blender, align to the reference, extrude and trim to shape, then create low and high poly exports for uvs and texture in Substance Painter.
Import the window panel into Substance Painter, bake mesh maps from the high-poly model at 4k textures, and apply smart materials with masks for layered color and metallic finishes.
Create a floor panel in Blender by converting a high-poly mesh to a low-poly version through targeted extrusions, edge loops, and selective face removal, then unwrap UVs and export.
Import the floor panel into Substance Painter, bake 4k maps, and extrude depth. Apply sci-fi fabric textures, adjust base color and pattern scale, then export four textures for Unreal Engine.
Create a divider between wall panels in Blender by aligning top and bottom faces and adding edge loops, then export a low-poly obj with smart uv project for the pipeline.
Texture the divider by creating maps in Substance Painter, applying orange base color and sci-fi fabric, tweaking roughness, mirrors, and outlines, then export textures for the low-poly model.
Import and align a high-poly trim with a low-poly reference in Blender, extrude and adjust edges to fit, then export both low-poly and high-poly versions for the pipeline.
Texture a low-poly model in Substance Painter by baking high-poly details, applying mirror and chrome materials, adjusting roughness, and exporting 4k textures to Unreal Engine 4.
Import the high poly trim in Blender, shape the bottom trim with a cube, delete unnecessary faces, and export both low-poly and high-poly versions for the Unreal Engine pipeline.
Import low-poly and high-poly trim, bake textures in substance painter, adjust glass and chrome using masks and roughness, and export 2k textures for unreal engine four, organizing folders for drag-and-drop.
In Blender, import the door frame, align loops, bridge loops, create UV maps, and export both low-poly and high-poly versions for the next stage in the pipeline.
Explore texturing a door frame in substance painter, baking high and low poly textures for unreal engine 4. Apply smart materials, roughness, base color, and masks, then export ready textures.
Finish the door modeling by building a low-poly box, enhancing to high-poly with a remesh modifier, and exporting for Substance Painter textures and Unreal Engine use.
Import a high-poly keypad into blender, build a low-poly, bake maps in substance painter, apply plastic pvc finishes, add dust and masking, and export textures for unreal engine 4.
Import and convert a pipe to a low-poly cylinder in Blender, adjust verts from 32 to 12–14, seam, unwrap, shade smooth, export to Unreal Engine 4 for world building.
Begin learning Unreal Engine 4 by navigating the viewport, mastering perspective, panning with the middle mouse button, and moving with WASD; test in play mode, and prepare to import assets.
Organize and import low-poly assets into Unreal Engine 4, import all folders, verify textures, and build materials using base color, normal, ambient occlusion, roughness, and metallic maps.
Rotate 90 degrees and arrange low-poly models in Unreal Engine, set pivots with middle mouse and pivot offset, import from content/low poly, and enable snapping for the lighting build.
Master modular level design by arranging trims, panels, duplicates, and doors, aligning components, adjusting pivots, and white boxing for a cohesive scene.
Refine world building in Fusion 360 by adjusting dividers, duplicating walls, rotating sections, and composing a floor plan to test layout in the viewport.
Refine a sci-fi interior corridor by adjusting walls and ceiling, add lighting, mirrors, and foggy materials, while using low-poly optimization with Fusion 360 props and Houdini.
Place and duplicate pipes around the map to create subtle asymmetry, then set warm and cool point lights, bake lighting, and prepare glass materials for later refinement.
Refine the environment lighting with adjusted colors and a guiding spotlight. Add atmospheric effects like fog, dust, sparks, and fire, bake the lighting, and then test the scene.
Finish the environment by adding subtle smoke with starter kit particles and a foggy translucent glass material using a spiral blur scene texture and fog amount.
Before working at Gaming Studios like Arkane, Rooster Teeth, and even Interning at Day Break, I was a college student with the hunger for knowledge that would land me a job in the Industry, so I focused on learning multiple programs to develop a more efficient workflow so that I would stand out by not only my Art but speed as well. So in this course I share and teach you how to quickly create a high poly model from concept in Fusion 360, then convert the CAD geo into a usable mesh for retopology inside of Blender, UV Unwrapping so we can Bake/texture the Low poly inside of Substance Painter, and Finally import those 3D Models into Unreal Engine 4 to build a modular Sci-fi Corridor. This course is for those that want to gain a new skill that can potentially get them a job, and at the very least make them knowledgeable in the pipe-line of video game Development!
The last and most important reason I created this course is because I'm sick of seeing students graduate with a degrees in Game Art and cant find a job, because either they are missing a step in the pipe-line because the school wasn't teaching them an up-to-date workflow, and because I see a lot of courses promising results but to later find out the courses have been time-lapsed on the important steps!
All programs I use in this course are Free to use for Students, and hobbyist!