Udemy
    •  
    •  
    •  
    •  
    •  
    •  
    •  
    •  
Turn what you know into an opportunity and reach millions around the world.
Learn More
Your cart is empty.
Keep shopping
Large Game Environment Creation - UE5 Tutorial Course
Bestseller
Rating: 4.7 out of 5(100 ratings)
975 students

Large Game Environment Creation - UE5 Tutorial Course

Learn how a professional environment artist works when creating large environments for games.
Last updated 4/2024
English
English [Auto],

What you'll learn

  • Learn how to build large environments in Unreal Engine 5
  • Learn how to model in Maya 2022
  • Learn how to create procedural materials in Substance Designer
  • Learn everything you need to know to create environments for games
  • Bonus - Lighting your environment with Tilmann Milde (EA Lighting Art Director)

Course content

2 sections100 lectures41h 49m total length
  • Going Over Our Reference And Planning Part119:01

    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.

  • Going Over Our Reference And Planning Part29:11

    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.

  • Creating Our Blockout Pieces Part121:36

    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.

  • Creating Our Blockout Pieces Part225:57

    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.

  • Creating Our Blockout Pieces Part316:00

    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.

  • Creating Our Blockout Pieces Part419:37

    Create blockout archways and windows for a large game environment, using booleans, mesh cleanup, and scaling, then export assets to Unreal Engine 5.

  • Setting Up Unreal Engine 5 And Importing Our Blockout Pieces23:00

    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.

  • Testing Out Our Blockout Pieces30:20

    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.

  • Doing Our Structural Level Art Part123:35

    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.

  • Doing Our Structural Level Art Part213:55

    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.

  • Doing Our Structural Level Art Part3 - Timelapse15:56

    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.

  • Doing Our Structural Level Art Part4 - Timelapse24:22

    Master the timelapse workflow for building structural level art in a large game environment using ue5, part 4.

  • Doing Our Structural Level Art Part5 - Timelapse25:51

    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.

  • Doing Our Structural Level Art Part6 - Timelapse20:56

    Watch a timelapse of structural level art within the large game environment creation course in UE5.

  • Doing Our Structural Level Art Part7 - Timelapse18:39

    Follow a timelapse of structural level art for large game environment creation in the UE5 tutorial course.

  • Creating Our Unique Blockout Pieces Part128:27

    Learn real-time blockout creation for large game environments in UE5, crafting unique pieces, refining angles, and exporting static meshes for the final polish.

  • Creating Our Unique Blockout Pieces Part215:49

    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.

  • Turning Our Plinth To Final Part125:12

    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.

  • Turning Our Plinth To Final Part225:32

    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.

  • Turning Our Plinth To Final Part325:42

    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.

  • Turning Our Plinth To Final Part422:03

    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.

  • Creating Our Pillar Part120:04

    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.

  • Creating Our Pillar Part221:21

    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.

  • Creating Our Pillar Part323:58

    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.

  • Creating Our Pillar Part421:26

    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.

  • Creating Our Pillar Part532:53

    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.

  • Creating Our Pillar Part627:15

    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.

  • Creating Our Pillar Part715:39

    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.

  • Creating Our Pillar Part8 - Timelapse9:42

    Create our pillar through a timelapse, showcasing large game environment creation in UE5 as part of the large game environment creation course.

  • Creating Our Pillar Part924:00

    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.

  • Creating Our Pillar Part1020:00

    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.

  • Creating Our Pillar Part1123:27

    pack and bake a single texture map by unwrapping multiple pieces with non overlapping uv shells, rotate and space shells, using a lambert material.

  • Turning Our Trim Blockout Into Final22:54

    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.

  • Creating Our Stair Railings Part118:54

    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.

  • Creating Our Stair Railings Part224:23

    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.

  • Creating Our Stair Railings Part323:30

    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.

  • Creating Our Corner Arch Part122:11

    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.

  • Creating Our Corner Arch Part230:49

    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.

  • Creating Our Other Arches16:36

    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.

  • Creating Our Small Windows35:06

    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.

  • Creating Our Door And Flat Pillar Part118:12

    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.

  • Creating Our Flat Pillar Part224:05

    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.

  • Creating Our Round Roof Part120:56

    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.

  • Creating Our Round Roof Part218:23

    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.

  • Creating Our Round Roof Part320:28

    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.

  • Creating Our Triangle Roof21:18

    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.

  • Creating Our Addon Pieces - Narrated Timelapse17:58

    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.

  • Polishing Our Asset Placement29:01

    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.

  • Polishing Our Final Assets Part122:25

    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.

  • Polishing Our Final Assets Part29:41

    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.

  • Going Over Our Texture Reference And Planning9:03

    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.

  • Creating Our Sand Material Part121:55

    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.

  • Creating Our Sand Material Part226:46

    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.

  • Creating Our Wall Material Part120:01

    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.

  • Creating Our Wall Material Part220:39

    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.

  • Creating Our Wall Material Part322:19

    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.

  • Creating Our Wall Material Part413:34

    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.

  • Creating Our Wall Material Part523:07

    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.

  • Creating Our Wall Material Part621:13

    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.

  • Creating Our Wall Material Part718:50

    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.

  • Uv Unwrapping Our Models Part125:05

    Explore uv unwrapping and texture export workflows in Maya, including best plane unwraps, seam management, and applying Plainwell and brick textures to game assets.

  • Uv Unwrapping Our Models Part2 - Timelapse22:56

    Master UV unwrapping of 3D models through a timelapse workflow, tailored for large game environment creation in UE5.

  • Setting Up Our First Final Object Part122:51

    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.

  • Setting Up Our First Final Object Part223:07

    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.

  • Setting Up Our First Final Object Part328:17

    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.

  • Setting Up Our First Final Object Part47:25

    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.

  • Creating Masks For Our Objects Part1 -Timelapse23:39

    Watch a timelapse of creating masks for objects in a large game environment using UE5, illustrating efficient masking workflows for environment design.

  • Creating Masks For Our Objects Part2 - Timelapse27:58

    Create masks for our objects in part 2 timelapse of the large game environment creation course using UE5, highlighting practical masking workflows.

  • Creating Our Tri-Planar Material19:40

    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.

  • Setting Up Parralax On Our Master Material21:17

    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.

  • Setting Up Our Vertex Painting26:19

    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.

  • Adding Vertex Colors To Our Objects22:06

    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.

  • Creating Our Metal Texture And Adding It To Our Roof34:13

    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.

  • Doing Our First Lighting Pass Part123:19

    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.

  • Doing Our First Lighting Pass Part220:05

    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.

  • Adding Large Scale Variations Part124:22

    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.

  • Adding Large Scale Variations Part226:56

    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.

  • Adding Large Scale Variations Part332:10

    Explore large scale variations in UE5 by adding decals, normals, and color variation layers to create damaged, textured surfaces using master materials and tiling.

  • Doing Our Second Lighting Pass8:28

    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.

  • Creating Our Corner Damage30:09

    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.

  • Adding Normal Map Details26:44

    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.

  • Adding Megascan Statues29:02

    Learn to create megascan statues for a large UE5 environment by using Substance Designer textures, dot generator dirt, heightmap masks, and UV-preserving placement.

  • Setting Up Our Terrain Material And Sculpting26:57

    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.

  • Terrain Sculpting -Timelapse5:00

    Timelapse terrain sculpting in UE5 demonstrates techniques for creating large game environments through a concise workflow.

  • Polishing Our Terrain Part124:26

    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.

  • Polishing Our Terrain Part229:04

    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.

  • Polishing Our Scene Part126:52

    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.

  • Polishing Our Scene Part2 -Timelapse26:47

    Watch a timelapse of polishing our scene in the large game environment creation ue5 tutorial course, part 2.

  • Outro5:21

    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.

Requirements

  • For this course you will already need a basic understanding of Unreal Engine, Maya and Substance

Description

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

Who this course is for:

  • This course is perfect for intermediate to advanced artists wanting to push their skills to the next level