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Japanese 3D Environment - In-Depth Tutorial Course
Rating: 4.1 out of 5(13 ratings)
163 students

Japanese 3D Environment - In-Depth Tutorial Course

Learn how a professional environment artist works when creating environments for games and cinematics.
Last updated 5/2024
English

What you'll learn

  • Learn how to create advanced 3D environments in Unreal Engine 5
  • Learn everything from 3D modeling to texturing to level art & lighting
  • Learn how to create complex shaders in Unreal Engine
  • Learn how to use the latest tools in Unreal Engine 5 to create environments

Course content

1 section102 lectures43h 26m total length
  • Trailer3:35

    Learn to build a Japanese temple environment for games and cinematics using Unreal Engine 5, Nanite, shaders, tileable materials from ZBrush and Substance 3D Designer, and foliage with real-time narration.

  • Going Over The Project And Reference8:30

    Gather and organize high-quality Japanese environment references from Artstation and Jonas Vonnegut packs, set a spring mood, and prepare a blockout for nanite-ready roofs and foliage.

  • Preparing Everything For Our Blockout21:43

    Create a blockout to gauge scale and composition from the concept art, using Photoshop generator fill for inspiration while minimizing assets.

  • Creating Our Blockout Part129:35

    Create a modular blockout in Unreal Engine 5 using built-in modeling tools to build stairs, walls, and terrain, then apply simple gray materials and set up a cinematic camera.

  • Creating Our Blockout Part241:59

    Create a blockout of a large door scene by defining the door piece and adjacent windows, extruding and beveling beams, duplicating and mirroring components, and planning the top centerpiece details.

  • Creating Our Blockout Part331:43

    Create a detailed blockout using megascans assets in Unreal Engine 5, refining geometry with edit poly, edge loops, and proportional editing, then apply gray materials and roof tiles.

  • Creating Our Blockout Part431:43

    Create the left-hand blockout by building a modular roof and wood beams, duplicating pieces with snapping and rotation, refining thickness and bevels, and blocking views to reveal a courtyard-focused scene.

  • Creating Our Blockout Part543:31

    Focus on blockout foliage to enhance lighting and shadows by using grayscale Megascans trees and shrubs, painting with the foliage tool, and adjusting density, scale, and wind.

  • Creating Our Blockout Part623:59

    The lecture finalizes the blockout by refining stone-like props with poly extrude and freehand tools, then sets up post-process volume, exposure, color grading, and film grain for a cinematic blockout.

  • Creating Our Wood Material Part127:59

    Create tileable wood materials with a texture and normals using Substance Designer. Then develop ceramic roof, stone, and stone wall textures and plan a shader-driven, displacement-enhanced look with unique textures.

  • Creating Our Wood Material Part234:20

    Create a realistic wood material by tweaking noise, knots, and gradients in Substance Designer; adjust the title generator, apply edge detection and warping, and preview with Marmoset Toolbag.

  • Creating Our Wood Material Part342:54

    Develop a wood material by blending large and small scale color variation with gradient maps, ambient occlusion, and dust layers to add worn dirt, knots, and cracks.

  • Creating Our Wood Material Part431:15

    Refine the wood material by reducing occlusion and balancing warm tones with gradient maps. Tune the normal and roughness maps with transforms and blends, then preview in Marmoset.

  • Optimization And Exposing In Substance Designer37:39

    Finalizes a wood texture graph in Substance Designer, optimizes performance, exposes painter-friendly parameters, and demonstrates presets from default to plywood to quickly vary wood styles.

  • Creating Our Rock Material Part155:54

    Create a master stone material by sculpting rocks and building tileable base height in substance designer. Map textures with height, normal map, and ambient occlusion to achieve cohesive rock surfaces.

  • Creating Our Rock Material Part222:13

    Balance a rock material by adjusting outer levels, tiling, and warps, then refine height maps with histogram ranges, and displacement to achieve cohesive large- and small-scale textures.

  • Creating Our Rock Material Part344:28

    Create a rock material by building a base color with layered noise and grunge, add cracks and dirt masking, and refine the height map and leeches in substance designer.

  • Creating Our Rock Material Part429:13

    Build a rock material by crafting a roughness map using grayscale conversion, histogram ranges, and blends. Layer dirt, curvature, and ambient occlusion for richer highlights and a ready-to-use stone texture.

  • Creating Our Rock Material Part519:35

    Resolve a graph bug while optimizing a rock material by exposing height, shape clusters, and color controls, and create blue, brown, and neutral stone presets for seamless Substance Painter workflow.

  • Creating Our Stone Wall Material Part114:26

    Combine ZBrush sculpted base stones with a procedural stone material to create a tileable wall texture, bake to texture, then finalize in Substance Designer.

  • Creating Our Stone Wall Material Part218:02

    Learn to sculpt rocks for a stone wall using a clay buildup brush with a square alpha and trim dynamic brush, then smooth edges for a tileable texture.

  • Creating Our Stone Wall Material Part3 - Timelapse10:58

    Create a stone wall material for a Japanese 3D environment, demonstrated through a timelapse sequence in part 3.

  • Creating Our Stone Wall Material Part416:31

    Create a tileable stone wall by sculpting rocks, arranging corner tiles for seamless edges, and preparing a bake-ready texture in Marmoset Toolbag or Painter.

  • Creating Our Stone Wall Material Part5 - Timelapse5:50

    Create our stone wall material in a timelapse within the Japanese 3D environment in-depth tutorial course.

  • Creating Our Stone Wall Material Part624:02

    Create a tileable stone wall material by baking high-poly details into a low-poly map in marmoset toolbag, with concrete base and masks for normals, height, curvature, ambient occlusion, and albedo.

  • Creating Our Stone Wall Material Part727:00

    Publish the stone master SPSS file to create the final stone wall texture. Blend heightmaps and normals with warp and blur to control edges and detail for export.

  • Creating Our Stone Wall Material Part819:19

    Create a stone wall material by refining base color and roughness, applying stone masks and blending with concrete, and using gradient maps, masks, and warp techniques to shape rock surfaces.

  • Creating Our Stone Wall Material Part936:23

    Sharpen rock shapes and edges, balance base colors, and enhance normals and displacement while adding local dirt and leeches to create a realistic stone wall material for Unreal.

  • Creating Our Stone Wall Material Part1017:09

    Sharpen the stone wall material, add micro noise, and refine roughness and dirt; blend normal maps and height maps to boost realism before Unreal Engine polishing.

  • Creating Our Stairs Part112:46

    Create a stair from start to finish using Unreal Nanite, sculpt three reusable stone blocks, adjust grid, export to ZBrush for sculpting, then prep textures in Substance Painter.

  • Creating Our Stairs Part218:28

    Sharpen brick edges and add selective depth to cobblestone stairs using trim smooth border and trim dynamic, guided by brush settings and subdivision.

  • Creating Our Stairs Part3 -Timelapse16:22

    Explore timelapse workflows for creating stairs in a Japanese 3D environment through an in-depth tutorial course, focusing on step-by-step techniques and visual progression.

  • Creating Our Stairs Part423:31

    Adopt a non-destructive workflow to bake ambient occlusion and normal maps from optimized stones using nanite, decimation master, and UV unwrapping with ZBrush, 3ds Max, and Rism UV.

  • Creating Our Stairs Part518:21

    Finalize the UV unwrap and packing to maximize texel density, align islands, and fix smoothing with weighted normals, then bake in Marmoset Toolbag and prep textures for Substance Painter.

  • Creating Our Stairs Part615:02

    Set up a new Substance Painter scene, bake maps including a position map, create a base stone material with color, normal, and roughness maps, and apply triplanar texturing.

  • Creating Our Stairs Part729:18

    Create and polish a stone wall material in Substance Painter by using anchor points, fill layers, and black masks to control normals, roughness, and dirt, then preview in Marmoset Toolbag.

  • Creating Our Stairs Part820:15

    Refine a stone mesh for a Japanese 3D environment by adjusting sharpening, micro normal noise, and color balance, then add dirt, moss, and leeches for realism before Unreal Engine testing.

  • Creating Our Stairs Part918:09

    Import the low-poly stairs into Unreal Engine, enable Nanite, and balance sky lighting from Substance Painter to improve realism; organize assets for the master material in the next chapter.

  • Creating Our Asset Master Material Part123:46

    Create the asset master material in Unreal Engine to blend 8K/4K textures with a slice mask and detail normals, using RG normal maps and nanite.

  • Creating Our Asset Master Material Part221:35

    Develop a material function to drive a texture array with slice masks and UVs, convert to normal maps, and apply to base color and roughness in Unreal Engine.

  • Creating Our Asset Master Material Part327:19

    Learn to convert rgb channels into a normal map, adjust strength, blend with a unique normal, and drive base color, roughness, and ambient occlusion through a single asset master material.

  • Creating Our Asset Master Material Part427:17

    Create an asset master material for a Japanese 3D environment by building a four-channel mask in Substance Painter to drive dirt, highlights, roughness variation, and moss, then export to Unreal.

  • Creating Our Asset Master Material Part527:49

    Create a dirt-and-moss texture in a master material by layering dirt color, masks, and roughness, then add moss textures with tiling, normals, and alpha masks, and adjust strengths.

  • Creating Our Procedural Geometry Moss42:26

    Create procedural moss geometry using nanite and SpeedTree in Unreal Engine, including moss masks and Graph N scattering for realistic, varied moss.

  • Creating Walls With Displacement Part121:23

    Build displacement walls by splitting walls and a top trim, use photogrammetry textures for a stone wall material, tile UVs, and apply heightmap displacement in Unreal Engine 5.2.

  • Creating Walls With Displacement Part2 -Timelapse3:55

    Master wall creation with displacement techniques in a Japanese 3D environment by following a part 2 timelapse of the workflow.

  • Creating Our Trims Part123:32

    Place stone walls, duplicate sections, and design trims that separate stones from interior spaces. Build modular, straight granite pieces, sculpt them, and time-lapse their placement.

  • Creating Our Trims Part2 -Timelapse16:05

    Watch a timelapse walkthrough of creating trims in a Japanese 3D environment, part 2 of the series.

  • Creating Our Trims Part3 -Timelapse4:41

    Create trims in a japanese 3d environment through part 3 timelapse in this in-depth tutorial course.

  • Placing Our Pavement Planes23:10

    Place pavement planes in a Japanese 3D environment, texture with photogrammetry assets in Substance Designer, export to Unreal with base color, normal, roughness, height maps, and apply nanite and displacement.

  • Creating Our Door Part135:09

    Finalize the door base and roof pieces using weighted normals, bevels, and mirroring in 3DS Max for efficient texturing and export to Unreal, with planned metal accents and texture space.

  • Creating Our Door Part233:20

    Model the door by tracing splines, extruding and beveling, then carve details with pro boolean, all within a non-destructive workflow with backups and topology cleanup.

  • Creating Our Door Part320:01

    Refine a door piece by using smoothing groups and weighted normals, then adjust bevels and chamfers for clean edges. Employ symmetry and blockout to assemble accurate frames and beams.

  • Creating Our Door Part434:09

    Develop a detailed wooden door by modeling from front and side views using splines and bezier corners; extrude, bevel, and apply symmetry, smoothing groups, and pro boolean cuts for realism.

  • Creating Our Door Part541:43

    Develop a textured Japanese door by finishing the large frame and beveling panels, using symmetry, weighted normals, and careful extrusion to define the wood and metal details, including hinges.

  • Creating Our Metal Details Part11:01:24

    Create metal details for a Japanese environment by sculpting pillar holes, bevels, and booleans, then build modular round pieces with UV unwraps and symmetry for texture efficiency.

  • Creating Our Metal Details Part215:55

    Create metal door details, adding bolts and hinges with wireframe and chamfer techniques, unwrap UVs, organize into metal details and base door layers, and apply weight normals.

  • Uv Unwrapping Our Base Door19:00

    Pack and UV unwrap the base door pieces, tweak spacing, padding, and rotation, then apply iron, break, and peel techniques to achieve clean, space-efficient textures.

  • Finalizing Our Base Door8:41

    Finish unwrapping the base door with straight uv maps and plan modular rooftop tiles for a consistent wood texture and future texture array use in Unreal Engine.

  • Creating Our Roof Part133:19

    Learn to construct the roof in two parts, add a frame of wooden beams, lay rooftop tiles, apply symmetry and booleans, and plan reusable tile models with UV unwrap prep.

  • Creating Our Roof Part238:57

    Explore building modular roof tiles for a Japanese 3D environment by planning end caps, corners, and center pieces, texturing with unique decals, and exporting for ZBrush workflow.

  • Creating Our Roof Part317:34

    Turn base rooftop geometry into high-poly models in 3ds Max, smooth with turbosmooth and supporting loops, then Dynamesh in ZBrush and optimize tiles for nanite pipelines.

  • Creating Our Roof Part434:04

    Create uvs for roof tiles, unwrap and pack uvs, export rooftop assets from maya/max workflow, apply turbosmooth and weighted normals, and place tiles for close-ups.

  • Creating Our Roof Part522:05

    Create and refine modular roof pieces for a Japanese environment, duplicating and aligning rooftop tiles, ends, and variations to achieve a cohesive, flexible rooftop system.

  • Creating Our Roof Part621:05

    Create a modular roof piece by stacking assets, align panels, and export as a single rooftop tiles asset suitable for ZBrush, Unreal, and later unwrap.

  • Creating Our Roof Part735:11

    Model a detailed roof module by constructing flat and detailed tiles, applying bevels and chamfers, using edit poly and symmetry, and planning UVs for seamless tiling.

  • Creating Our Roof Part850:03

    Scale and group roof components, set pivots, and build the end piece with extrusions and chamfers, then plan ZBrush sculpting and symmetry for a seamless roof.

  • Creating Our Roof Part924:24

    Prepare rooftop tile assets for ZBrush by connecting vertices and exporting rooftop tile zero three, refining geometry with Dynamesh and smoothing. Remove the back, decimate for nanite, and finalize UVs.

  • Creating Our Roof Part10 -Timelapse10:07

    Create our roof part 10 as a timelapse within the Japanese 3D environment in this in-depth tutorial course.

  • Creating Our Roof Part11 -Timelapse13:34

    Create roof part 11 in a timelapse sequence within the Japanese 3D environment in-depth tutorial, showcasing step-by-step modeling and scene progression.

  • Creating Our Roof Part1228:48

    Learn UV unwrapping, asset placement, and applying base and metal materials, then export to unreal with nanite, including doors and rooftop tiles for a ready-to-render roof.

  • Finalizing Our Main Door Mesh20:36

    Finalize the main door mesh by lowering geometry, add metal details and bolts, export from 3ds Max to Unreal, then begin texturing the base door.

  • Texturing Our Door Part138:06

    Export door meshes for painter and bake 4k maps. Fix uv overlaps, organize into base door and metal details, then texture wood with dirt, color variation, and ambient occlusion.

  • Texturing Our Door Part245:48

    Texturing our door part 2 covers creating darkened wood, long grain damage, dirt layers, masks, color variations, and exporting 4k textures from Substance Painter to Unreal Engine for real-time rendering.

  • Texturing Our Door Part322:07

    Refine wood grain direction by creating masks and UV-aware corrections to align grains with the door geometry, then balance color, dirt, and light across textures.

  • Texturing Our Door Part426:27

    Texture the door with a layered base ceramic, color and roughness variations, dirt, and edge highlights. Bake maps in painter and prepare a reusable smart materials workflow.

  • Texturing Our Door Part5 -Narrated Timelapse20:32

    Explore step-by-step door texturing and tile balancing in a Japanese 3D environment, refining colors, dirt, sharpening, edge damage, and testing results in Unreal Engine.

  • Creating Our Metal Details42:00

    Texture metal pieces by building a base metal, adding darkening, scratches, and color variation, then bake maps, apply rust and edge highlights, and export textures for Unreal.

  • Creating Our Side Walls Part1 -Timelapse27:37

    Design and build the side walls for a Japanese 3D environment, part 1, using timelapse techniques to streamline modeling workflows in this in-depth tutorial course.

  • Creating Our Side Walls Part2 -Timelapse11:10

    Create our side walls in a timelapse workflow for the Japanese 3D environment, part 2.

  • Creating Our Side Walls Part3 -Timelapse30:16

    Create the side walls for a Japanese 3D environment in part 3, timelapse, as part of an in-depth tutorial course.

  • Creating Flat Stones Part1 -Timelapse16:22

    Explore a timelapse walkthrough of creating flat stones inside a Japanese 3d environment, as part of an in-depth tutorial course.

  • Creating Our Landscape23:58

    Build a simple terrain in unreal engine, balance lighting, and blend grass, clovers, and dirt using a landscape material with grunge maps for realistic foliage.

  • Creating Our Trees Part143:08

    Design a tree with split trunks, branches, and twigs in SpeedTree, using textures when photogrammetry isn't available, and plan leaf textures in a future chapter.

  • Creating Our Trees Part225:23

    Create a complete 3D tree asset by preparing leaf and bark textures, building leaf meshes, applying an autumn leaves material, and exporting the tree for Unreal.

  • Creating Our Trees Part326:21

    Export the tree from SpeedTree to Unreal Engine, optimize textures and atlas, import, and create bark and leaf materials with a foliage master, enabling Nanite and translucency for variations.

  • Creating Our Tree Variations -Timelapse8:29
  • Creating Our Shrubs Part147:04

    Place and balance shrubs using SpeedTree, crafting trunk and branch swaps, applying forces and noises, then add leaves textures and bark for a convincing 3d shrub in Unreal.

  • Creating Our Shrubs Part2 -Timelapse8:38

    Create shrubs through a timelapse sequence in a 3D environment, applying Part 2 techniques to build a realistic outdoor scene for the Japanese 3D Environment course.

  • Creating Our Grass22:33

    Demonstrate creating grass with SpeedTree: build grass clusters, apply textures, set translucency and two-sided materials, then paint varied grass foliage in Unreal using nanite and foliage types.

  • Doing Our First Lighting Pass45:13

    Launch the first lighting pass to establish base lighting, then refine in a polishing pass by balancing directional light, skylight, lumen settings, and post-process effects.

  • Creating Our Lights Part1 -Timelapse26:50

    Create lighting for a Japanese 3D environment through a timelapse sequence in part 1, showcasing lights setup within this in-depth tutorial course.

  • Creating Our Lights Part2 -Timelapse26:38

    Create and refine lighting for a timelapse sequence in a Japanese 3D environment, continuing as part 2 of the lights course.

  • Importing Additional Assets -Timelapse6:37

    Import additional assets to expand a Japanese 3D environment using timelapse workflows, enabling seamless asset integration and efficient scene production.

  • Scattering Our Details Part130:30

    Master moss scattering on walls with surface scatter, proximity masks, and generic moss, then prepare decals and foliage for Unreal Engine detail.

  • Scattering Our Details Part218:10

    Create and vary leaf meshes, export as FBX or OBJ, and separate by materials for clean import. Prepare pivots, textures, and UVs in 3ds Max and Unreal Engine for scattering.

  • Scattering Our Details Part333:48

    Learn to scatter leaves on roofs and floors using proximity masks, angle masks, ambient occlusion, and texture masking to create realistic, cinematic 3D environments.

  • Creating Our Decals19:22

    Create and apply decals in a 3D environment, from green and moss decals to leaks, using Photoshop, masks, and Unreal decal materials with projection and tiling.

  • Adding Cameras And Planning Polishing12:31

    Define final camera angles and assemble a polishing plan for a Japanese 3D environment, detailing camera setups, focal points, and passes for normals, lighting, roughness, foliage, and reflections.

  • Polishing Our Scene Part1 -Timelapse30:42

    Polish the scene using timelapse techniques in the Japanese 3D environment, as part one of the in-depth tutorial course.

  • Polishing Our Scene Part2 -Narrated Timelapse21:25

    Learn to polish a Japanese 3D environment through narrating timelapses, strengthening metal normals, refining lighting, painting leaves and moss, and optimizing textures.

  • Final Optimizations And Polish22:46

    Polish the scene by adding wind to foliage via megascans and propagate wind settings, then recapture skylight and optimize nanite and mesh distance fields for cinematic screenshots.

Requirements

  • You will need to know the basics of the programs mentioned in the description.

Description

Japanese Game Environment – In-Depth Tutorial Course

Learn how a professional environment artist works when creating environments for games & cinematics. In this course you will learn from start to finish how to create a high quality environment including everything from modeling, sculpting, material creation, engine setup and lighting.


3DS MAX, SUBSTANCE, ZBRUSH AND UNREAL ENGINE 5

This course will cover a very large number of topics, but the biggest topics are as followed:

  • Doing project planning and creating proper blockout scenes.

  • Creating assets that make extensive use of Nanite.

  • Creating an advanced shader that allows for highly optimized textures.

  • Creating tileable materials using both Zbrush and Substance 3D Designer.

  • Creating unique textures using Substance 3D Painter.

  • Doing level art, lighting and post effects in unreal engine 5.

  • Using advanced Displacement & Scattering techniques to add real displaced textures, moss & leaves.

  • Creating high quality foliage assets.

  • Various techniques on creating an optimized scene.

And so much more.

The general takeaway of this course is that at the end, you will have the knowledge on how to create exactly what you see in the images, and you can apply this knowledge to almost any type of environment.


43+ HOURS!

This course contains over 43+ hours of content – You can follow along with every single step – This course has been done 100% in real-time with narration except for a few timelapses for very repetitive tasks.

This course has been divided up into easy-to-understand chapters. We will start the course off by planning our environment and creating our blockout assets.

During this time we will already design our entire level layout.

After this we will first create all of our tillable materials using Substance 3D Designer.

Then we will focus on taking our assets to final, in these stages you will learn everything from modeling in 3ds max (you are able to use your own preferred modeling software), sculpting in Zbrush, UV-Unwrapping in RizomUV and texturing in Substance 3D Painter.

We will then focus on getting all of our final models and textures in Unreal Engine and implementing them in our scene.

We will also be creating an advanced material that allows us to basically render our textures at extremely low resolutions while keeping a high res feel for great performance.

After this is done, we will start focusing on doing our first lighting pass, creating some additional assets and taking our scene closer to final.

We will then go over some advanced scattering techniques which along with the power of nanite allows us to render actual geometry moss and leaves.

Finally, we will finish up by creating some simple foliage, polishing up our scene and optimizing our scene further, take some final screenshots and then this environment is completed.


SKILL LEVEL

This game art tutorial is considered a more advanced course and we require students to have familiarity with a 3d Modeling tool, Zbrush and Unreal Engine 5 – Everything in this tutorial will be explained in detail but we will not be going over the basics of the software mentioned below.


TOOLS USED

  • Unreal Engine 5

  • 3DS Max (you are able to use other modeling software)

  • SpeedTree

  • RizomUV

  • Marmoset Toolbag 4

  • Substance Designer

  • Substance Painter

  • Zbrush

  • GraphN

Please note that most techniques used are universal, so they can be replicated in almost any 3D software like Maya & Blender.


YOUR INSTRUCTOR

Emiel Sleegers is a lead environment artist and owner of FastTrack Tutorials. He’s worked on games like The Division 2 + DLC at Ubisoft, Forza Horizon 3 at Playground Games, and as a Freelancer on multiple projects as an Environment Artist and Material Artist.


SOURCE FILES

Please note that this project does not come with any source files or extra content due to platform limitations. If you want all source files & extra content like un-timelapsed footage please look us up on ArtStation, Gumroad or FlippedNormals


Who this course is for:

  • This course is intended for intermediate to advanced artists.