
Explore modular environment design by treating assets as raw materials, reusing components to build scalable game worlds, and speeding production through reusable content, materials, lighting, and workflows.
Download project files for the game environments masterclass, including zebrafish sculpting alphas in Substance 3D Designer, Unreal Engine scene, Blender add-ons, and 4k textures with optimization tips.
Explore planning and reference-led design to build a sunlit ancient cave environment inspired by Khmer motifs, using modular architecture, blocking out in Blender and Unreal Engine workflows.
Block out a temple environment in Unreal Engine using a mannequin for scale. Build four-meter floors from a 1m cube, test scale with duplicates, and shape caves and rocky terrain.
refine the blockout by adding a secondary temple connected to rocks and an interior cave, adjusting lighting, proportions, and platforms to visualize the scene before final detailing.
Export temple geometry from Unreal to Blender to plan modularity, build one-meter modules (corner and body pieces), and test scale against a 20x20x4 reference for ground and upper levels.
Create a modular temple blockout in Blender by building floor modules, corners, body pieces, and ground pieces, applying consistent dimensions, pivots, and grid snapping to assemble the temple.
Adopt a blacksmith mentality to build game environments by creating a kit batch library of bricks, trims, and streams, sculpting for variation, and tiling for rapid, reusable props.
Learn to import and organize brushes in ZBrush, customize the UI, and set up startup brushes, then use dynamic to add geometry and control resolution for efficient sculpting.
Master alpha creation in substance by sculpting destroyed brick variants, generating high- and low-poly assets in blender, and texturing to minimize uv work for game environments.
Sculpt ruined bricks by building big to medium shapes, then apply alphas and textures with ZBrush brushes, masking and dynamic poly groups to detail the bricks.
Apply medium detail sculpting with alphas, back face masking, crack and polish brushes, and dynamic polygon distribution to iteratively refine bricks with positive and negative strokes while maintaining topology.
Finish refining the healthy kit by increasing geometry with subdivision and the polish brush, then sculpt fine details with alpha textures and black-and-white spots for a low-poly bake in Substance.
Learn to sculpt brick pieces, wash out noise, flatten surfaces, then decimate to low poly while preserving high-poly detail for baking in Blender and Unreal Engine.
Import high- and low-poly bricks into Blender, detach parts, and optimize. Mark seams along curvature, unwrap, create UV maps, and pack textures for a diffuse, normal, roughness, ambient occlusion set.
Craft small-scale texture details with masks and blends to enhance tiling and depth. Export smart materials and textures for Unreal Engine, OpenGL, and Blender workflows for kitbashing.
Develop fast floor kitbashing workflows by combining healthy and broken brick textures in Blender, duplicating and rotating pieces, refining geometry, and prepping materials for Unreal with Nanite optimizations.
Apply trim molding techniques by creating ornament pieces with brick materials, matching proportions in two-meter increments, and sculpt detailed surfaces in zebrafish using alphas and substance textures.
Export modular floor pieces to Unreal Engine 5, join and align components with center pivots, create a second UV channel, bake textures, and test tiling in UE5.
Move through mid floor blockout by reusing geometry, kitbag pieces, and bricks to build a stair, tiling walls, and corner motifs, guided by reference art and Unreal Engine workflows.
design and test a mid kit environment in ue5 by modeling bricks, corners, and motives in blender, applying smart materials, and packing textures for exporting to unreal with nanites.
Learn to block out a top floor with scratch-built, modular brick pieces in Blender, avoiding kit-bash, and to craft doors, windows, crown details, and pillars for a cohesive game environment.
Explore brick creation in ZBrush by importing and repairing meshes, using dynamic, slices, and poly groups to generate varied brick pieces, with ornaments, alphas, and masking to sculpt authentic walls.
Master high-detail front module sculpting by adding pronounced ornaments, masking, subdividing geometry, and using alpha brushes and displacement to achieve a chunky, ancient look.
Master a dynamic low-poly workflow that decimates high-poly models, projects details from high to low poly, and prepares clean geometry for Blender UV work.
Unwrap and optimize a main room by creating UV maps, arranging seams, packing textures, and checking texture density and distortion to prepare game environment textures.
Create the entrance blockout within a six by eight meter bounding box, aligned to the Unreal Engine plan and backed up for organization; add pillars, a frame, and ornamental patterns.
Refine the temple by displacing modular kits to feel old and ancient, then build the dome, pillars, and stairs in Blender using kitbash and ZBrush with UVs and randomized detailing.
Learn pillar and dome sculpting for game environments using export-import workflows, dynamic multi-subtool sculpting, alphas and cracks, edge wear, and efficient low-poly bake through decimation and projection.
Finish the stairs and door by applying ornaments with PSD brushes, using dynamic sculpting, polygroups, and the slice curved brush, then generate low and high poly versions via projection.
learn to sculpt a door frame with ornamental alphas, manage poly groups and dynamic resolution for aged, chaotic stone details in environmental art.
Learn to sculpt weathered, ancient surfaces using alpha, crack brushes, and black-and-white spots, then create low-poly versions with high-poly projection and meticulous UVs for efficient texturing.
Learn unwrap and bake workflows by placing seams, optimizing UV packs, testing density with checkered textures, and baking normals and textures in painter for low and high poly assets.
Learn to craft a layered concrete texture using procedural tiling, color variation, edge wear with masks and ambient occlusion, and smart materials, then export textures for Blender and Unreal Engine.
Texture assets in 4k and export from Blender to Unreal Engine 5 to build a secondary temple. Place pillars, stairs, and a dome with precise pivots and base colors.
Design a primitive suspension bridge of ropes and planks with no metal work, linking a mountain temple platform through a rope system and kit-bashed wood elements.
Create alphas to streamline wood sculpting in designer, using wood grains and fibers as references, then texture in Substance Painter with directional warp and gradient.
Sculpt planks by using alphas, dynamic resolution, and masking to add wood fibers and cracks, then bake textures from high to low poly.
Sculpt wood bark and edge treatments, add high-frequency details with alpha, use morph targets to manage edits, and unwrap, pack UVs, and bake textures in painter for game environment assets.
learn kitbashing a suspension bridge in blender, including setting pivots, applying materials, creating ropes with array and curve modifiers, wrapping planks, and decimating geometry for optimization.
Refine a bridge with realistic wear by removing repetition, applying randomized transforms, pivots, and varied rope wraps, then optimize and export for Unreal Engine 5 using a single material.
Learn a hybrid workflow to build rock formations and cliffs using substance designer and zebrafish, crafting tiling height maps and sculpted alphas for varied, realistic rocks.
Finish rock height maps using tile sampler patterns, controlled randomization, and directional warps to create varied rock shapes. Employ grayscale, normal map, and edge detection to add depth and texture.
Create lowpoly rocks in Unreal Engine 5 using world aligned textures and vertex color to maintain tiling consistency across scale, without UVs, and export from Blender with proper pivots.
Build a cave environment by arranging rocks, adjusting scale and rotation, and blending pieces to hide seams. Control lighting and ground planes to reveal a grand temple on a mountain.
master the foliage workflow by creating leaves to contrast rocky environments, using images as planes, alpha maps, and sculpting in blender, zbrush, and painter.
Learn to sculpt ivy leaves with clay build up, back-face masking, and subdivision, exaggerate forms for normal map baking, then refine veins and texture in Substance Painter and Blender.
Decimate leaves and export to Blender to bake normal and opacity maps. Texture foliage in Painter using opacity, roughness, height, and a scattering map for subsurface scattering.
Extract low-poly foliage from a flat plane, optimize geometry with cuts and triangulation, and apply bend, pivot, and modifiers before testing in unreal engine using opacity masks and two-sided foliage for painting variations.
Create master materials in unreal engine for game environment assets, import and convert textures to directx, build texture-driven albedo and roughness controls, and set up material instances for efficient reuse.
Texture temple pieces by creating material instances for molding, broken bricks, and healthy bricks, applying base color, normal, and mask maps; plan tiling and vertex color detail with Zebra Edge.
Texture cave rocks with world-space tiling textures and anchor points; export a 4k tiling material from painter. Fine-tune base color, roughness, height, and normals for lumen lighting in Unreal Engine.
Import rock textures, convert them to texture object parameters, and create a world-aligned rock material in UE5 that projects textures across x, y, z with adjustable tiling.
Create a second UV channel per floor kit mesh, bake details in Substance and Unreal, and build RGB masks for edge dirt, grime, and occlusion.
Import Blender assets, create second UV maps for all pieces, pack UVs, export to Unreal Engine, and bake textures in Substance with texture sets and user masks.
Explore a UE5 master material workflow using per-channel rgb masks and material instances to drive base color and roughness for a second tv channel, plus vertex color data for rocks.
Learn first pass lighting in Unreal Engine by building a cinematic scene with skylight, fog, rim lights, and point lights, plus camera setup and post-processing exposure.
Paint foliage on mountain pieces and craft a two sided foliage material with an opacity mask, then test angles, adjust density, fog, and normals to finalize the scene.
Explore building and texturing flags for game environments in Unreal Engine, including material setup, opacity maps, and asset export workflows from Blender.
Select and reference sources to base your work on modular structures, and craft complex cave forms, from mountain caves to a temple-inspired natural structure, using modular building pieces.
Do you have problems making good-looking environments for your games?
Then I welcome you to Nexttut education's Game Environment Art Master Class.
WHY SHOULD YOU LEARN FROM ME:
My name is Arash and I have been a 3D environment artist with a passion for real-time game environments. I have experience in teaching a lot of people, and I feel confident that you are going to learn some new techniques from this course.
By the end of this course,
Learn how to plan and execute the Modular Environment
Be efficient in production by Re-Using from your already-created content
Lean how kitbashing can save you a lot of time
WHAT WILL I LEARN:
Planning Environment based on references
How to Block out an environment to make sure that your ideas will work
Create AAA meshes using kitbash system
Texture high quality props
Be faster in production by mixing best powers of different pieces of software together
COURSE PROJECTS:
We will start by planning and taking a look at references. Then block out the environment to make sure that the ideas are alright. Then we will tackle the AAA creation and make sure that everything in here is modular so that you can reuse the same pieces over and over again to get a special result every time. We do a lighting pass so that you learn how to push your scenes further by a good lighting and mood.
IS THIS COURSE RIGHT FOR ME:
I have designed this course for intermediate 3d modelling/ 3d environment art students, who want to model beautiful looking environments for games, but they struggle to get it because they don't find a tutorial which is a step by step, no fast-forward, no skip and everything has been explained.
The course is also for artists who want to speed up their workflow in Zbrush, Unreal Engine 5, Blender, Substance 3D Designer and Substance 3D Painter.
WHO IS NOT THE IDEAL STUDENT:
This course is not designed for absolute 3d modelling beginners.
WHAT SHOULD I KNOW OR HAVE FOR THE COURSE:
I expect you to have some sort of basic 3d modelling experience.
You should have Unreal Engine 5 and the softwares mentioned installed on your computer.
JOIN ME NOW:
So if you want to model production ready female characters, then join me now, and take your skills to the next level. Don't forget that investing in yourself will pay for the rest of your life. Hope to see you in the course.