
Explore the whole process to create the game environment inside the Unreal Engine, and boost your skills to the next level.
README !! : make sure to download the ressource folder that contains all the course files
and join our course's discord server : https://discord.gg/dr2QnpH
the application used to gather references : PureRef , you can download for free
Gather references from Google Images to identify elements such as street lights, pipes, tunnel entrances, and road textures, then start with the road module and shader, using migas when available.
Model the Madonna Road in 3ds Max, set units to centimeters, import a reference, delete bones, rotate to face positive x, then build a cobblestone road plane with seamless tiling.
IMPORTANT : make sure your megascan export settings is set to linear not SRGB for the packed texture
Learn spline instancing in Unreal Engine to render curb segments efficiently with shared geometry, expose static meshes, adjust random distribution, and set up master materials and textures for variation.
Create a dynamic roadside variation on the road spline by duplicating a static sweep, using a flip-flop blueprint to alternate replacements and stagger roadside asset placements.
Learn to fix inverted normal maps and export textures correctly in Unreal Engine by adjusting global and advanced export settings, replacing normal references, and testing lighting on materials.
In this part, import and align a dexter-like concrete wall texture, adjust texture coordinates and color channels, and blend multiple wall pieces with heightmaps and material instances.
Block out a game level using duplications, rotations, and wall alignment, then detail with materials, albedo and normal maps, and texture variations.
Learn to assemble modular environment pieces in Unreal Engine, clean topology, export and import assets, apply vertex colors and textures, and use a material parameter collection to adjust leaf colors.
Create a modular pipe network in Unreal Engine by placing pipes, aligning 90-degree connections, using cable actors to simulate cables, and refining materials with dirt, metallic, roughness, and color variations.
In this part, learn to build a pipes network in Unreal Engine: scale, rotate, and place pipe segments, paint textures, fix collisions, and connect joints for a layered environment design.
Use the foliage tool to place ivy instanced assets, convert to multi-instanced actors, and edit a master material with translucency, specular, roughness, normal, and displacement.
Build a tunnel entrance by extruding, unwrapping, exporting, then reimporting. Adjust vertices and UVs, apply rotations, shelling, and modular pieces for a reusable Unreal Engine asset.
Learn to add detail to a tunnel entrance by cloning and detaching pieces, applying materials, and optimizing geometry with edge mapping and texture sampling to enhance depth and shadows.
Apply debris and textures to the environment, adjust roughness and normals, use vertex painting to blend details, reimport textures, and place assets for a realistic, destroyed scene.
Explore tweaking transformations in Unreal Engine to assemble a modular game environment with mirrored pieces, precise scaling, rotation, and vertex painting for realistic pipes, rocks, and corners.
Add more scanned assets and fine-tune lighting to build an Unreal Engine environment, adjusting PBR materials, texture resolutions, normals, roughness, and overlay colors while exploring skylight and retracing features.
Create a fake cloud effect using a cloud mask texture with a light function, and animate it with a panner while tuning contrast, brightness, and intensity.
Master sequencer workflows in Unreal Engine by crafting cinematic camera moves, adjusting depth of field and materials, and rendering image sequences or videos for a compelling course trailer.
INTRODUCTION:
Welcome to the Game Environment Masterclass 2020 with Unreal Engine 4! This course is packed with expert insight, technical skills, secret tips, and the black arts of environment design that will help you level up your environment design and art skills to a whole new level! All Packed into a compact 45 hours of content that would be impossible to get anywhere else.
DESCRIPTION:
In this course, we will create a professional, next-gen-game environment using state of the art tools and resources
Here are few of the main points we’ll cover in this course:
- How to properly use Megascans and Unreal Engine 4 to create ray traced game environments
- Use tiled textures from Megascans to create modular pieces or custom pieces. We will make around 35-40 custom pieces using 3Dsmax and I will show you how, step-by-step.
- Setup a wide variety of advanced shaders in Unreal Engine 4
- Learn how to make every portion of the environment blend together very well to create a single seamless world
- How to properly use and reuse decals
- Using foliage to enhance the scene look by placing them in a smart way.
- Create custom masks for things like window glass using Substance Painter
- Learn how to customise Megascans PBR textures to make them more usable and to suit your environment
- How to enhance and carry out storytelling through your level design
- How to fake destroyed assets such as ruins of buildings and walls
- Use Unreal Engine’s Blueprints system to create splines tools that support both instancing and procedural meshes.
- Make sure the Blueprints tools we created are extensible and artist-friendly
- We will cover a bit of VFX and their shaders to help bring the scene to life
- Lighting is key to bring everything together and create truly beautiful worlds. You will learn how to beautifully light your scene and present it in the best possible way. You will also learn how to optimise lightning alongside ray tracing and post-process effects
- AND MUCH, MUCH MORE ...
The best way to describe this course is: become a one-man army. It’s not for beginners as I won’t cover the basics but if you’ve got a handle on artist tools then get strapped-in for quite the ride! There are no time lapse sequences and no pre-planned segments. Students will be able to follow me live digging my way to the end. I’ll be showing and explaining every little step along the way, allowing you to follow along in real-time or watch at your leisure.
WHO THIS COURSE IS FOR:
Intermediate game artists, level designers, game developers, or game designers
Unreal Engine users
Intermediate artists who want to learn game environment design