
Review reference gathering and build a quick block-out for a Japanese alley 3d environment, using neon signs and lighting within a single view to guide fast, effective modeling.
Block out a compact Japanese alley storefront in a 3d game environment, using grid spacing, polygon counting, and proportional geometry to establish scale before detailing.
Develop a blockout for the Japanese alley by adjusting perspective, moving walls, and building storefronts. Fine-tune with fences, overhangs, and snapped angles to preview the 3D layout from multiple views.
Set up a blockout in Unreal part 2 for a Japanese alley, place lights, adjust color palettes, and refine shadows. Tweak global illumination and post‑process to finish the scene.
Split the environment into two stages: model the big buildings first, then populate with props. Use layered blockouts and separate pops for doors, signs, and textures.
Collapse and clean up building geometry by selecting pieces, avoiding bevels, and applying chamfer settings. Then isolate, inspect, and copy walls and frames across sides to complete the buildings.
Build the Japanese alley by converting building pieces into a single solid form, flattening geometry, and adding modular fences for an optimized storefront.
Select a warm base color and blend two tones to craft stone tiles, then apply noise, dirt, and masks with levels for realistic Japanese alley textures.
Create the aircon unit part three for the Japanese alley 3D game environment by shaping the body, adding handles, refining cuts, edge loops, and applying bevels for clean edge flow.
Texture the aircon unit by applying base color and albedo maps, with metallic and specular maps, then layer dirt and occlusion with masks, and tweak roughness.
Design neon signs for a Japanese alley 3D game environment by creating sign textures, exporting models, applying base color and roughness maps, and crafting emissive textures in Photoshop.
Adjust color balance and textures for the rollup door in the Japanese alley scene, tweaking dust, dirt, roughness, and metal shine while exploring color variants and texture layers.
Divide the scene into multiple uvw-mapped pieces to optimize light maps, using channel 2 for maps, unwrap textures, and export organized buildings, poles, and decals for flexible, high-quality lighting.
Learn to import assets and set up materials for a Japanese alley 3d game environment, employing occlusion mapping, height maps, texture coordinates, basecoat, emissive and metallic properties for realism.
Balance the outdoor scene by varying materials, tuning skylight and sky lighting, and adjusting fog and post-processing, then begin refining window design and related materials.
Place final manhole props around the scene, create masks and merged layers to embed them, then apply materials and adjust specular and diffuse to blend them.
Polish the lighting by removing fog, boosting light, and refining bloom, then improve the floor with a pavement edge and subtle damage for realism.
Improve the tarmac texture for a Japanese alley 3D game by refining height maps and slope, adjusting levels to enhance whiteness, and boosting normals with layered noise.
Build a concrete base, blend patches with decals, adjust levels and gradient overlays, and simulate puddles and bubbles to enhance the tarmac texture.
Refine the japanese alley 3d game environment by enhancing the tarmac texture with stronger normals and ambient occlusion, using gradient inversions, masks, and blended layers for realism.
Create standup advert signs for a Japanese alley 3D environment by modeling sign frames and metal supports with sweeps, thickness, bevels, inserts, and proper alignment.
Improve sign readability at distance by resizing text, adjusting emissive and color, and building reusable templates for consistent sign adverts in a Japanese alley 3d game environment.
Explore creating glass decals for windows in a Japanese alley 3D game environment by designing text and posters, applying glow and borders, and arranging store signs and opening times.
Create glass decals for a Japanese alley 3D environment by building layered materials, adding posters, window text, and subtle lighting for a washed-out storefront look.
Instructor Info
Emiel Sleegers always had love for video games and when he was young, he started using Unity3D for programming but he found himself gravitating more towards the art of making games. Now he is currently working as an environment artist in Ubisoft. He contributed to creating AAA games such as Forza Horizon 3 and The Division 2. His all time favorite game is The Last of Us and that video game is what inspired him to want to work in the game industry. His advice for beginner artists is to focus on one aspect of gaming that they are passionate about, stick to it and get better at it. His hobbies include anything related to games or films, whether it be working on personal projects, freelance work or going out for movies.
Course Info
In this course, we will go over the entire process of how to create a Japanese Alley game environment. We will first start out with a blockout of the scene to achieve a proper sense of scale, and once that is done, we will go back to the blockout to 3d modeling the buildings. We will do a high poly to low poly workflow where we will create a high res and low res model and bake normal maps for them. We will go through the process of how to make the environment look realistic, how to use weighted vertex normals, and how to do smart, quick and clean unwrapping of uvs. Then we will jump into Substance Designer to create tilable textures such as metal, concrete, and tarmac. We will touch up on Substance Painter and little bit of Photoshop to texture our props. Once everything is modeled and textured, we will import everything in Unreal to setup our materials and lighting for a nice final render.