
Explore stylized environment sculpting from the first pass to detailed enhancements using alphas and backface masking. Then decimate high-poly models and export low-poly fbx for Blender tiling and cobblestone geometry.
Bake cobblestone textures from high-poly to a baking plane in Blender, then use Substance 3D Designer to generate normal, color, height, and opacity maps for stylized environments in UE5.
Finish cobblestone textures by applying color variation with gradient maps, height and normal maps, and curvature masks, then test in Unreal Engine for vertex blended materials.
Create modular wood kits in Blender using kitbash to assemble buildings, with strong beams, planks and rounds, while preparing low-poly silhouettes for Unreal Engine and sculpting in ZBrush.
Master second pass wood sculpting by using trim dynamic brushes, square alphas, and high-resolution dynamesh, adding varied, directional grain and back-face masking for efficient Unreal Engine environments.
Learn to texture a stylized wood kit from UV packing and baking to Painter layers, color variation, edge details, and AO, then export textures for Unreal Engine and kitbash pivots.
Block out a stylised attic by blending cobblestone and vegetation textures, set up albedo and normal maps, and build a modular Blender attic kit for Unreal Engine testing.
Learn to build stylised attic shingles in Blender and UE5 by modeling kit-based shingles, unwrap UVs, sculpt in ZBrush with Dynamesh, and bake details in Painter for reusable low-poly assets.
Design and texture stylized attic shingles in Blender and UE5 by baking normal maps, creating smart materials, layering color and dirt, and using arrays for varied, efficient shingles.
Finish modularity by kitbashing a four-meter balcony from a reusable wood kit, creating varied planks and deformation for stylized realism, with performance in mind, then export to Unreal for integration.
Texture a barrel kit by baking normal maps from high and low poly using uv islands, shrinkwrap, and cage adjustments in blender, then texture wood and metal with masks.
Finish a stylised environment by applying vertex blending to a barrels kit, tinting plaster materials, painting variations, and adding moss using Blender and UE5.
Sculpt stylized fruits in ZBrush with Dynamesh and polish for smooth surfaces. Export as FBX to Blender, unwrap, and bake normal maps for kitbash in Unreal Engine.
Explore cloth simulation in Blender by creating cloth for a fruit basket scene, using the cloth modifier with pin groups, sculpting wrinkles, and exporting to Unreal Engine.
Unwrap and texture three cloth pieces in Blender, bake high and low poly details, and export as FBX for testing in Unreal Engine, using opacity masks and two-sided PBR materials.
Block out foliage kits in Blender, creating grass, flowers, and ivy, then bake the high-poly details to planes for efficient Unreal Engine foliage placement.
Sculpt a stylised foliage kit in ZBrush using Dynamesh and back-face masking to create grass fibers, then kitbash high-poly in Blender and bake normals to a low-poly plane for UE5.
Do you want to learn how to make stylised environments for films and games?
Then I welcome you to my "Learn to Make Stylised Environments in Blender & UE5" course.
About Me:
My name is Arash Aref. I am a 3d artist and educator, interested in games and educating games, especially environment art and lighting. I have had a lot of happy students. So if you want to be one of them, join me in this journey.
By the End Of This Course, You Will Be Able To:
You will be able to plan and execute a fully stylised environment from beginning to the end.
You will be able to use different softwares, like blender, Zbrush, Substance 3d Designer, Substance 3D Painter, and Unreal Engine 5.
How to turn a semi-realistic environment to a stylised one, by doing a lighting pass in UE5.
What You Will Learn:
Create a stylised result by learning how to exaggerate.
Rendering Stylised Environments.
Creating Stylised Materials.
How to reuse stuff, to save time in production
Creating kits for a lot of purposes
Creating stylised foliage
Course Project Overview:
We will start by talking about stylisation and how to distinguish a stylised art from a realistic one and learn some simple rules to create stylised art. Then we go over references and plan a road map for the project and brainstorm ideas. We take those ideas and convert them to a blockout, to see that the ideas are going to be fine and working. Then we convert those blockout to modular kits, to be more efficient and faster at creating content. We learn how to make stylised materials, meshes, foliage and how to render the scene to look stylised.
Who is This Course For?
I have designed this course for students and beginner level artists, who want to model environments art for 3d cartoon films.
Who is Not The Ideal Student For This Course?
This course is not designed for absolute Blender beginners.
What Are The Requirements Or Prerequisites For Taking This Course?
I expect you to have some sort of basic environment art experience.
You should have the softwares mentioned installed on your computer.
Join Me Now:
So if you want to make stylised environments for films and games, then join me now, and take your skills to the next level. Don't forget that investing in yourself will pay for the rest of your life. Hope to see you in the course.