
Create a Japanese alley 3D game environment from block out to final textures, using blocking, high/low poly workflows, Substance Painter textures, UV mapping, and Unreal export, lighting, and polish.
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.
Create a quick blockout of a Japanese alley environment, detailing fences, power poles, storefront windows, and doorways, using symmetry, edge loops, and iterative polishing to gauge silhouette and scale.
Place and refine the blockout of the Japanese alley, duplicating storefronts and signs. Create modular neon signs and basic lighting to preview the scene before final modeling.
Setting up blockout in Unreal part 1, import assets, assign materials, optimize UVs and lightmaps, configure skylight and lighting, and prepare for a night sky environment.
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.
Master fast game-building optimization by welding and simplifying meshes, adding buffers and window frames, and using select by angle and normals fixes. Apply modular, speed-modeling techniques for efficient 3D buildings.
Create a 3d building by extruding a base, copying frames across surfaces and distributing 10 objects, then refine with bevels, chamfers, and snapping at 90 degrees.
Create a base blueprint, position window frames with symmetry, bevel and chamfer beams, and join pieces into a single facade with a door and wall.
Build a simple Japanese alley storefront by crafting a doorframe, window frames, and walls with detachable components and symmetry for a modular 3D game environment.
Create modular japanese alleyway buildings in a 3d environment by shaping blocks, adding windows and doors, applying symmetry, extruding and framing details, and fitting aircon units.
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.
Reuse and modify existing blocks to build the second side, adding boarded-up facades, frames and windows, extending the top floor, and refining with extrusion, bevels, and aligned window arrays.
Build the Japanese alley by converting building pieces into a single solid form, flattening geometry, and adding modular fences for an optimized storefront.
Finish creating the buildings by adjusting alignment, moving sections, and blending them into a single big piece; then apply tilable textures and lighting to refine the silhouette.
Plan and create a complete tarmac texture set for a Japanese alley, detailing floor textures, metal panels, marble tiles, and a texture atlas using Substance Designer and Photoshop.
Build varied stone distributions for a tarmac texture using shapes, splatter, masks, and noise. Export height and normal maps to finalize the material.
Create a tarmac texture for a Japanese alley by blending depth with directional noise, height maps, ambient occlusion, and curvature for realistic stone and mortar in marmoset toolbag.
Create a detailed tarmac texture by refining the base color, adding dirt and subtle weathering, and layering curvature, noise, and color blends with masks and a gradient map.
Create a tarmac texture for a Japanese alley with directional and spotlight lighting. Tune gloss, metallic, base color, normal, and AO maps for realism.
Create a rollup door texture for a Japanese alley by building a metal material in Substance Designer, using height maps, normals, gloss and metallic maps, plus occlusion and wear details.
Create a realistic rollup door texture using directional warp, noise, and masks, adjusting contrast, density, and edge detection to sculpt cracks, paint peeling, and a metallic base with subtle gloss.
Craft a rollup door texture by layering base colors, noise, and gradient maps, and applying blending modes to create dirt, wear, and metal details for a 3D Japanese alley scene.
Finish creating the rollup door texture by refining the base color, testing lighting with different sky variations, and balancing metal details and dust to achieve a clear, cohesive look.
Create metal panels for the japanese alley 3d game environment by tiling and beveling edges. Add bolts and normals, and set up the substance outputs.
Create metal panels for the Japanese alley environment by blending base colors with masks, adding dirt and green tones, and refining with curves and reflections before exporting metallic textures.
Create a final tilable concrete tile texture for a Japanese alley by using a square tile generator, noise, levels, cracks, and blending to produce subtle variation and normal maps.
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 a high-poly aircon unit, bake to a low-poly model, and texture with Substance Painter, exploring neon signs with Virtex for a performant Japanese alley game environment—part 1.
Build the aircon unit’s inner assembly with a hollow shell, metal frame, and curved blades using helix and spline tools; apply bevels, welds, and hypolito conversion for a smooth mesh.
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.
Create a low-poly and high-poly aircon unit, clean and merge geometry, then unwrap with seams and uv islands, relax the map, add edge breaks, and bake a clean normal map.
Master a practical bake workflow for a Japanese alley 3d game environment aircon unit, splitting parts, applying smoothing, normal maps, and occlusion with careful cage and uv setup.
Bake the aircon unit, adjust maps and masking, and refine textures in Photoshop as you assemble the 3D Japanese alley environment.
Apply base colors, metallic and roughness, and add curvature, height maps, normals, bolts, and welding details to texture an aircon unit in Substance Painter.
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.
Create two neon sign variants for a Japanese alley 3D environment by modeling basic signs, beveling edges, applying diverse textures, and adding 3D text with glowing illumination.
Design neon signs for a Japanese alley 3D game environment by modeling beveled sign geometry, applying UV maps and emissive materials, and creating textures in Photoshop.
Create neon sign typography and logos for a Japanese alley 3D environment, choosing fonts, colors, and layouts. Texture and bake diffuse and metallic maps using Photoshop and Subspace workflows.
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.
Create a simplified power pole for a Japanese alley 3D game environment, detailing a metal base, top boxes, cables, connectors, imperfections, and UV mapping to minimize seams.
Create a utility pole asset and bake maps, refine heights and textures, place bolts, and adjust base materials to achieve a realistic look.
Learn to create and texture a utility pole for a Japanese alley 3D game environment, using masks, color layers, metal textures, dirt, normals, occlusion, and texture export.
Block out a rollup door, build a central panel with side frames, add bolts and chamfers, and plan tile textures and a black metal frame for a game environment.
Create a rollup door for a Japanese alley 3D game environment, Part 2, by unwrapping with UV maps, baking textures, and refining normals, roughness, dirt, and discoloration.
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.
Create a painted metal texture by building a base color, generating a normal map and a curvature map, and adjusting roughness and gloss.
Set up a scene ready to go, apply materials, unwrap UVs, and texture surfaces from metal panels to tarmac, floors, and windows, then iterate with decals for realism.
Unwrap windows for the Japanese alley 3D environment by mapping metal and tile textures, creating a window template, and aligning edges for a cohesive look.
design and place modular window geometry, create a window material, unwrap textures across planes, rotate and copy windows for a varied storefronts, and prepare for texture application.
Learn practical window unwrapping techniques for a Japanese alley 3D game environment, using tiling, copying unwraps, and hand adjustments to align doors and windows efficiently.
Place utility poles along streets and attach wires using lines, then organize components into a new layer and apply a utility pole material to create a cohesive 3D game environment.
Learn to place and adjust utility poles and hanging wires in a Japanese alley 3D scene, refining lines, rotation, bending, insulation, and materials to avoid clipping.
Create a modular fence by assembling multiple pieces, isolate surrounding buildings, apply bevels and chamfers, unwrap UVs, and prepare light maps.
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 place final rollup doors in a Japanese alley 3D environment by duplicating, aligning, and scaling assets, adjusting pivots, and ensuring clean bottom cuts and subtle texture deformation.
Copy and align rollup doors with symmetry, adjust scale, and place pieces to form the alley; note texture flips, refine normals with normal maps, and unwrap textures for distant views.
Import assets and organize textures and materials for the Japanese alley scene, adjust import settings, set up light maps, and begin blocking out geometry.
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.
Place and adjust neon signs in the japanese alley 3d environment, then set up lighting based on the signs. Scale, align, and import signs, finalize positions before export.
Place and tune neon lights and signs for a Japanese alley environment, adjusting hex lights, colors, and reflections, and explore lighting only vs baked lighting for realistic GI.
Balance lights and textures in the Japanese alley environment by adjusting attenuation, radius, static lighting, and diffuse-emissive materials for believable neon and metal surfaces.
Balance lights and textures by adjusting brightness, specular, and emissive properties in shading, and use material instances and overlays to fine-tune color, wetness, and shine.
Set up post processing to transform the Japanese alley 3D scene. Adjust bloom, exposure, white balance, sky effects, and camera settings through a post-processing volume to achieve the desired mood.
Adjusts lighting and post-processing to create lighter foreground and darker, moody background, then calibrates colors with a look-up table (lut) and color balance for a cohesive color grade.
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.
Create and texture window surfaces for a Japanese alley 3d game environment by sourcing textures, editing layers, and applying metallic, specular, normal maps, and brightness adjustments.
Learn to add wetness to materials by creating a wetness substance, painting water drops and streaks on office maps and metal panels, and refining normals, roughness, and specular maps.
Place final props and refine lighting to visualize the scene, set up point lights with low intensity and no shadows, adjust the floor and building, and bake light maps.
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.
Learn to improve a tarmac texture by using pattern distribution maps, scale, and masks to place stones, adjust height maps, and blend dirt and puddles for a procedural, photo-based workflow.
Improve the tarmac texture for the Japanese alley scene by adding dirt and edge dust, then refine with blending, noise, and gradients. Apply uv mapping to create varied puddles.
Refine the tarmac texture for the Japanese alley by applying a tarmac VW map, unmapping edges, adjusting segments, and performing Virtex painting for subtle bumps and depth.
Refine the tarmac texture by adjusting uv maps and light maps, import textures, and balance post effects and ambient occlusion for a warmer, more realistic alley.
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.
Learn to paint tarmac textures with vertex painting, creating water puddles and depth using diffuse, alpha, normals, and roughness. Export no-damage textures for simple game variations.
Learn to create more decals for a Japanese alley environment by painting puddles, applying dirt and stickers, and exporting decal sheets to enrich textures.
Place decals such as manholes and signs in a Japanese alley, balance them with lighting and shadows, and texture and bake final signs for a cohesive 3d game environment.
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.
Design and texture standup advert signs for a japanese alley environment, using metal finishes, dirt, and UV mapped textures, and create sign A, B, and C in Photoshop.
Create standup advert signs for a Japanese alley 3d game environment by designing bordered text panels, arranging multiple sign textures, mapping materials, and exporting optimized sign textures for in-game use.
Enhance the Japanese alley 3d environment by dirtying the tiles and applying decals. Elevate realism with texture tweaks, posters, text, and subtle emissive lighting on the flags.
Learn to create emissive standup signs in a Japanese alley 3D game environment by shaping materials, blending textures, and configuring lighting for glowing signage.
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.
Conclude the course by reviewing block-out setup, UV unwrapping, texturing, lighting, and high-resolution screenshot techniques to showcase a polished alley environment.
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.