
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 height-based blending between road materials in Unreal Engine using two heightmaps and channel-driven contrast. Apply vertex painting and color overlays to fine-tune cobblestone and asphalt textures with tiling.
Set cobblestone textures to 1k, tiling 0.5, and blend orange textures with autumn leaves; adjust albedo, roughness, normal maps, and refine heightmaps for a more realistic road shader.
Build a road supply tool by applying vertex colors to imported road pieces and setting up a spline blueprint to place spline meshes and plan instancing.
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.
Explore blending road textures with leaves on the roadside in Unreal Engine by painting with vertex colors and mesh paint, then reduce z-fighting with pixel depth offset and heightmap-based placement.
Explore improving the curb shader in Unreal Engine by subtracting vertex color from noise, tuning density and contrast, and layering color channels for richer edges and foliage.
Create a modular roadside piece in Unreal Engine by building textures, materials, and assembled blocks, aligning and blending elements to add high-detail road environments.
Learn to drive terrain blending in Unreal Engine by painting the alpha channel and vertex colors, adjusting master material parameters, adding noise for variation, and merging pieces for seamless edges.
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.
Build a modular wall piece for Unreal Engine by configuring a roadside modular section in 3ds Max, applying textures with UV mapping, and optimizing geometry through extrusion and welding.
Duplicate and refine mature modular pillar pieces by bending edges, welding and smoothing, fixing pivots, unwrapping textures, and aligning components to create seamless, varied Unreal Engine game environments.
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.
Apply master material techniques to create ground color variation in world space with noise, parallax mapping, and vertex color control for terrain surfaces.
Explore parallax mapping with heightmaps on wall textures, adjusting normals, brightness, and color overlays to achieve depth and realism. Use vertex colors and material interpolation to refine depth and contrast.
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.
Create modular corner pieces by applying symmetry along the x and y axes to form outer, inner, convex, and concave corners, aligning vertices to eliminate seams.
Import window pieces into the engine, then create and apply a master material. Adjust metallic, roughness, tiling, dirt masks, and emissive settings to achieve realistic window shaders.
Block out the level with modular pieces to create tunnels, walls, corners, and windows, then paint textures, desaturate materials, and add bricks and pipes for detail.
Block out a game level using duplications, rotations, and wall alignment, then detail with materials, albedo and normal maps, and texture variations.
Design modular brick pieces by adjusting height and size, extruding and aligning edges, then refine textures with careful UV alignment to add realistic bottom pillar details.
Design a brick pillar by copying and aligning brick sections, extruding to match height, and refining with vertex edits and polygon adds for a seamless Unreal Engine level pillar.
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.
Learn to build modular brick wall pieces in Unreal Engine, extrude and align end pieces, detach and optimize meshes, apply materials, color vertices, and create variations using splines for placement.
Detail the scene with decals and assets in Unreal Engine by importing destroyed world pieces, painting vertex colors, and tweaking normals, roughness, and specular for convincing textures.
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.
Learn to reuse assets to extend a scene, balance contrast and saturation with post-process, and align pipes and textures for cohesive, varied environments.
Import a street lamp asset in Unreal Engine and set up a PBR master material with albedo, normal, and mask maps, plus a glass shader with translucency and Fresnel.
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.
Copy small brick breaks and clone blocks to reduce repetition in the tunnel entrance design, using the cut technique only where needed; rotate, scale, and align orange pieces for variety.
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.
Master the art of building a detailed tunnel environment in Unreal Engine by importing modular pipes, applying master PBR materials, tweaking normals, roughness, and colors for realistic reflections.
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.
Learn to craft a detailed Unreal Engine environment using modular assets, vertex painting, and texture adjustments to create cohesive, destroyed landscapes with pipes, roads, and color variation.
finish the tunnel piece by cloning and extruding modular sections, refine geometry and alignment, export and reimport, then paint textures to finalize lighting and overall look.
Set up ambient occlusion and ray tracing, adjust post-process volumes, and tweak textures and lighting to enhance realism in the Unreal Engine environment.
Create modular roof pieces by importing a texture, applying base color and displacement as reference, and adjusting plane dimensions to fit the roof for a modular Unreal Engine environment.
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.
Learn to reapply decals and detail a tunnel in Unreal Engine by masking ivy, debris, and pipes with mesh painting, texture channels, and modular blueprints.
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.
Learn to place and adjust trees in an Unreal Engine environment, tweak lighting and colors, apply materials and textures, manage assets in the content browser, and refine scene composition.
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.
Delete the default lights, set up atmosphere and a movable directional sun, then configure skylight and post-process effects, fog, and reflection captures for a polished Unreal scene.
Lightning part01, fine-tune lighting quality in Unreal Engine by adjusting directional light, volumetrics, skylight, and color; then balance intensity, shadows, post-process, and spotlights for atmospheric realism.
In this overall tweaking session, the instructor refines a skydome and skybox, adjusts directional and point lights, fog, color adjustments, and subsurface color to craft a portfolio-ready unreal engine environment.
In this Unreal Engine game environment design masterclass, create dust and magical particles using a fake landscape, skylight tuning, and a translucent particle material.
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