
Plan a massive ue5 environment by applying modular workflows, building reusable pieces, and color-coded planning in Photoshop, using reference images and outlining future techniques to guide blockouts.
Plan references and blockouts, apply low-poly to high-poly sculpting, and create normal maps, UV maps, and tiled textures with masks and decals in Unreal Engine.
Create large blockout components in Maya using sweep mesh and scale references. Block out pillars and foreground profiles to prep a colossal game environment for later detailing.
Create reusable roof blockout pieces using spline modeling and bezier curves, with snap-to-grid precision and sweep mesh techniques in Unreal Engine to build scalable large game environments.
Create reusable blockout pieces by building a 10 by 10 meter wall with a thin back face, using segments, extrusion, snapping, and prepare for vertex paint in Unreal Engine.
Create blockout archways and windows for a large game environment, using booleans, mesh cleanup, and scaling, then export assets to Unreal Engine 5.
Set up Unreal Engine 5 and import blockout pieces, aligning to zero, zero, zero with pivot and grid snapping. Adjust uniform scale for accurate proportions and verify with reference character.
Build a large game environment by blockout in UE5, editing landscapes, setting a 63 by 63 terrain, and crafting flat stairs, walls, and archways. Validate snapping and scaling with duplicates.
Experiment with structural level art in UE5 by placing pillars, walls, and arches, adjusting scale, snapping to grid, testing gaps, and preparing scenes for timelapse.
Frame a scene by setting a cinema camera with depth of field, adjust aspect ratio and focal length, and organize assets into folders while previewing with a two-pane layout.
Watch a timelapse walkthrough of doing structural level art for a large game environment in UE5, as part of the large game environment creation course.
Master the timelapse workflow for building structural level art in a large game environment using ue5, part 4.
Watch a timelapse showing the creation of structural level art for a large game environment in UE5, part of the large game environment creation course.
Watch a timelapse of structural level art within the large game environment creation course in UE5.
Follow a timelapse of structural level art for large game environment creation in the UE5 tutorial course.
Learn real-time blockout creation for large game environments in UE5, crafting unique pieces, refining angles, and exporting static meshes for the final polish.
Design and refine a blockout for a large game environment, adding doors and an archway, and set up master material and black material instances for testing.
Create a plinth block-out, sculpt a high-poly version, and bake normal maps into a low-poly model using Maya and ZBrush, with bevels and texture planning.
Begin sculpting from large cuts toward finer details using trim dynamic, refine edges, add deliberate damage and fading, then prepare UVs and textures for real engine use.
The lecture demonstrates optimizing a final model with decimation master or manual decimation, then UV unwrap, bake textures, and prepare a game-ready plinth asset for a large environment.
Bake high-poly to low-poly normals using a cage, configure maps (normal, curvature, inclusion maps, position map), and implement a material instance workflow in Unreal Engine with LODs for plinths.
Create a modular pillar by designing a base, center, and end, then model and refine the profile using splines, bevels, and control vertices in Maya for reusable sections.
Create varied pillar components for a large UE5 environment, refining center pieces with bevels, sweeps, and low-poly topology; reuse mirrored pieces and plan the final centerpiece across chapters.
Create a pillar by combining spline with a profile, refine with lattice and bevel, sculpt the leaf in C brush, then clean up in Maya.
Build pillar’s leaf with a spline, a cube, and a cylinder, shaping it with bezier curves and control vertices, then apply taper, twist, and bend modifiers before sculpting for export.
Import and prep pillar props, isolate parts, increase poly with creases and subdivision, sculpt weathered stone with clay build up and trim, and refine masking for aged details in UE5.
Master pillar creation in UE5 by sculpting leaves with subdivision, symmetry, and clay build up, then decimate, export, and precisely center pivots for seamless placement.
Duplicate, rotate, and refine pillar segments to fill space in a large UE5 game environment. Export the pieces as an OBJ file for sculpting and optimization in a follow-up workflow.
Create our pillar through a timelapse, showcasing large game environment creation in UE5 as part of the large game environment creation course.
Learn optimization techniques to create low-poly pillar meshes via decimation in Maya, then unwrap UVs and transfer attributes for consistent textures in UE5 environments.
Continue with uvs, unwrap multiple pieces, fix unfolding issues, compare object mode versus edit mode, and conclude with timelapse of remaining unwrapping before packing and baking.
pack and bake a single texture map by unwrapping multiple pieces with non overlapping uv shells, rotate and space shells, using a lambert material.
Turn the trim blockout into a final mesh through staged beveling, normal adjustments, and gentle imperfections, then prepare for texturing and later damage detailing in the next chapter.
Continue building the stair railing by forming the bottom and top blocks, beveling edges for a clean profile, and ensuring modular pieces align precisely on the grid with snapping.
Create a stair railing profile in UE5, aligning an arch with grid and point snapping, then refine with segments, bevels, and smooth normals for a clean, scalable mesh.
Design and place stair railings in a large game environment by duplicating pieces, adjusting bases and profiles, aligning centers, tilting rails, and exporting the completed railing assembly.
Learn how to design and model a corner arch for a large UE5 environment, plan the archway, block out, apply trims, and source textures from magazines for authentic detailing.
Create and optimize a corner arch in UE5 by converting lines to a spline, sweeping a profile, and refining with bevels. Export-ready with materials and distance previews.
Create and refine arches for a large game environment by duplicating, deleting, and adjusting pieces to form modular, non-destructive assets and export trims for future arches.
Create a small window for a game environment by building arches, trims, and a bezier spline. Extrude, bend, bevel, and adjust pivots to refine the window piece.
Create and refine final game environment elements by modeling a dock-like doorway and flat pillars in UE5, using extrude, bevels, symmetry, and simple textures for a dark, construction-feel corridor.
Learn to block out and center a flat pillar, refine top and base geometry, and use mirroring and clipping techniques to create a square pillar compatible with UE5 environments.
Learn to build a round roof for a large game environment by dividing the base, extruding faces, beveling edges, and adding top trim and a simple window.
Create a round roof by extruding a sphere from a base, add endcaps, place window segments around a circle with snapping, bevel details, and merge for optimization.
Model a round roof in UE5 by building a basic cylinder ceiling, using spheres, beveling, and extrusions, then prep with trims and decals for export.
Create the triangle roof top by shaping and aligning roof pieces, applying bevels, and using mirror, extrusion, and rotation to build a form. Polish the model and prepare for export.
Create addon pieces for a large game environment in UE5 by adjusting geometry, beveling edges, applying boolean window cuts, and exporting as static meshes to Maya for engine import.
Polish the environment by refining asset placement and replacing square builds to improve balance and visibility. Use Maya to position, duplicate, and export assets, then review with a timelapse.
Polish final assets by refining models with added trims and blocks, checking for clipping and sharp details, and exporting refined pieces for seamless integration in the UE5 environment.
Polish final assets in UE5 with targeted randomisation and archway texture detailing, and master lighting channels to achieve pitch-black scenes ahead of material planning in the next chapter.
Plan and texturize a UE5 environment by building two sand variants and a sandstone master with wall and floor variations using Substance Designer, then prepare for vertex painting and decals.
Create a sand material in Substance Designer by combining heightmap and normal map, blending textures with a histogram scan, exporting tiling textures for Marmoset preview with displacement.
Create a versatile sand material for a large UE5 environment by blending heightmaps with gradients, adding noise, adjusting color and roughness, and exporting as a reusable master material.
Develop a wall master material for ue5, driving a brick wall and sandstone with grout via a heightmap and tile generator, enabling varied plaster surfaces.
Learn to add height variation to wall materials in a UE5 workflow by creating flood masks, applying random gradients, and blending heightmaps and normals for realistic stone textures.
Learn to craft a realistic wall material in UE5 by layering surface noise, tiling textures, diagonal rotation, and mask-driven blends, then bake normals, height, and ambient occlusion.
Refine the wall material by adjusting displacement and normals, adding subtle grayscale noise and grout variation for realism, while optimizing texture generation and preset workflows.
Create a base wall color in UE5 by blending a height map and gradient map, applying color replacements, noise, masks, grout, and a roughness map.
Expose and group material parameters to create variations, use presets for base and wider stones, and implement a plain flat variation with a simple isPlain switch for easy vertex painting.
Create a UE5 wall material by layering heightmap-driven displacement with refined normals to add subtle damage, then build a painted variant with color, roughness, masks, and ambient occlusion.
Explore uv unwrapping and texture export workflows in Maya, including best plane unwraps, seam management, and applying Plainwell and brick textures to game assets.
Master UV unwrapping of 3D models through a timelapse workflow, tailored for large game environment creation in UE5.
Organize assets, build a master material, and bake masks in Substance Painter for Unreal Engine. Align layout and UV settings, and apply LODs and dirt masks for efficient rendering.
Set up a mars environment object using a generator to speed creation, apply smart materials and masks for dirt, occlusion, edge highlights, and color variation, and export masks for ue5.
Create material instances and expose mask, normal, and roughness controls to tune dirt, edge highlights, and color variation, using tiling and uv maps for texture variation.
Continue refining the first final object by baking ambient occlusion into the alpha, adjusting roughness and color variation, and timelapsing mask creation and unwrapping steps.
Watch a timelapse of creating masks for objects in a large game environment using UE5, illustrating efficient masking workflows for environment design.
Create masks for our objects in part 2 timelapse of the large game environment creation course using UE5, highlighting practical masking workflows.
Create a worldspace tri-planar material in UE5, using material functions and texture objects, control tiling and inputs to drive base color, normal, occlusion, and roughness across large surfaces.
Set up parallax occlusion mapping on a master material using a heightmap, with vertex painting, height, steps, and shadow controls, and configure UVs for large-scale wall details.
Set up vertex painting for large game environments in UE5, create variations with seeds, and wire a master material using base textures, dirt, and paint maps.
Learn to add vertex colors to objects in ue5, painting variation on large and small assets, adjusting tiling, and blending colors across doorways and walls for depth.
Create a painted metal roof texture in Substance tools, building base color, normal, and roughness maps, adding noise and scratches with masks before exporting to the engine.
Execute the first lighting pass in unreal engine 5, using skylight, sky atmosphere, volumetric clouds, and a directional light to establish depth and prep decals.
Refine lighting in UE5 through post process volume, bloom, exposure, and color grading, balance shadows and skylight, and explore LUT and global color tweaks for cinematic environments.
Apply large-scale variations in a UE5 environment by tuning lighting, color variation, and shadows, duplicating pillars, and adjusting sun placement to achieve a more dynamic, Normandy-like scene.
Explore adding large scale variations to a UE5 scene by tuning normal maps, tiling, and base normals, while prototyping with megascans for rapid material experiments.
Explore large scale variations in UE5 by adding decals, normals, and color variation layers to create damaged, textured surfaces using master materials and tiling.
Perform a second lighting pass in a large UE5 environment, using Venice Sunrise HDRI skylight, tweaking color, exposure, exponential height fog, and post-process shadows for a brighter, cohesive scene.
Create reusable corner damage decals by sculpting a corner, baking a normal map and mask, and projecting it onto tilable planes for real-time environment detail.
Learn to add normal map details to a large UE5 environment by creating corner-damage decals, using a deferred translucent material, and applying a trim sheet with normal and mask maps.
Learn to create megascan statues for a large UE5 environment by using Substance Designer textures, dot generator dirt, heightmap masks, and UV-preserving placement.
Set up a terrain master material, blend landscape layers, and paint between them; sculpt the terrain with erosion and hydro erosion to form piled features and statues.
Timelapse terrain sculpting in UE5 demonstrates techniques for creating large game environments through a concise workflow.
Refine terrain by tweaking roughness, normals, and tiling, then layer Megascans assets and magazine assets to add varied surfaces, painting subtle darkening and highlights for depth.
Polish terrain by placing rocks and canyons, adding varied stone assets and foreground foliage, and adjusting materials, lighting, and color to integrate into the scene.
Polish the large game environment in UE5 by adding models, sculpting terrain, painting textures, applying decals, and refining lighting, skybox, and atmospheric fog ahead of timelapse finalization.
Watch a timelapse of polishing our scene in the large game environment creation ue5 tutorial course, part 2.
Polish a large game environment by refining shadows, adding headlights, balancing lighting and post effects, and showcasing modular modeling, shaders, and camera angles for a portfolio screenshot.
Develop structural level art for large game environments using UE5, advancing through part 3 of the tutorial course.
Develop structural level art techniques for large game environments in UE5, part 4 of the series.
Continue building large game environments in Unreal Engine 5 by focusing on structural level art in part 5 of the series.
Advance large game environment creation in UE5 by applying structural level art techniques in part 6 of the series.
Learn advanced structural level art techniques for creating large game environments in UE5, as part 7 of the doing our structural level art series.
Continue pillar creation in the large game environment creation course for UE5. Part 8 of the tutorial focuses on building this pillar.
Master UV unwrapping for our models in part 2 of the UE5 course on large game environment creation.
Develop masks for objects in a large game environment with UE5, as part 1 of creating masks for our objects.
Apply masks to objects in a large game environment, continuing part 2 of the masking workflow in UE5.
Learn terrain sculpting techniques for creating large game environments in UE5, including sculpting workflows, landscape shaping, and optimization for immersive worlds.
Polish our scene in UE5 part 2 to refine a large game environment, advancing the course on large game environment creation with a production-ready result.
Large Game Environment Creation - In-Depth Tutorial Course
Learn how a professional environment artist works when creating large environments for games. You’ll learn techniques like Modular Modeling, Procedural Texturing, High to low poly modeling, Sculpting, Composition, Level Art, Lighting – and much more!
*Environment based on the concept art from Luis Medina*
MAYA, SUBSTANCE, AND UNREAL ENGINE 5
All the modeling will be done in Maya, However, the techniques used are universal and can be replicated in any other 3d modeling package. Sculpting will be done using Zbrush and the materials will be created using Substance Designer and previewed in marmoset toolbag 4. The environment will be built in the brand-new Unreal Engine 5 and the lighting will use the new Lumen system. Next to this, we will also use Substance Painter to generate masks.
In this course, you will learn everything you need to know to create the final results that you see in the images and trailers. Next to this, the same techniques can be applied to almost any type of environment.
32.5 HOURS!
This course contains over 32.5 hours of content – You can follow along with every single step – The course does enclose a few small-time lapses, this is just to speed up very repetitive tasks, the rest is done in real-time.
We will start by going over our reference and planning and then continue to create a blockout version of our environment. We will be using modular modeling techniques to create all the pieces and later on take them to final.
We will also be using Zbrush to sculpt more detailed pieces like the pillars. We will set up all these pieces in UE5 and already build our environment. Then we will move on to create our procedural materials.
Once those are done, we will do the UV-Unwrapping of our models and apply our materials.
We will then export everything to UE5, set up our materials and shaders, and get started with the composition, lighting, and general improvement of our environment.
We will leave the course off with general polishing and also adding some megascans statues to push the quality even more.
SKILL LEVEL
This game art tutorial is perfect for students who have some familiarity with a 3d Modeling tool like Maya, Substance Designer/Painter, Zbrush, and Unreal Engine – Everything in this tutorial will be explained in detail. However, if you have never touched any modeling or texturing tools before we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on YouTube or paid on this very website)
TOOLS USED
Maya 2022
Substance 3D Designer and Substance 3D Painter
Zbrush 2021
Unreal Engine 5
Marmoset Toolbag 4
YOUR INSTRUCTOR
Emiel Sleegers is a senior environment artist currently working in the AAA Game Industry. 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.
CHAPTER SORTING
There’s a total of 89 videos split into easy-to-digest chapters.
All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
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