
Build a medieval house from start to finish in blender, sculpting, substance designer, and substance painter, with block-out and baked maps, rendered in Unreal Engine.
Lay a solid foundation with a reference image for the old house, then install Blender plugins like Bemax and Max tools, set key maps, and enable quick favorites.
Learn Blender edit-mode techniques for a game-ready block-out, including extruding along normals, select linked, reveal hidden, bridge loops, and using favorites and shortcuts to optimize workflow.
Learn to create a blockout in Blender to establish scale and silhouette for an old house, using a basic cube, loop cuts, and extrudes to plan stairs, balcony, and doorway.
Block out the doorway using booleans on a cylinder, clean up with knife and merge vertices, then prototype a balcony created by extruding along normals for precise alignment.
In blockout part 3, refine the old house by adjusting geometry, align beams and windows, and use the array modifier and extrusions to build a clean, scalable game-ready blockout.
Refine the main body block out by squashing proportions, cleaning up geometry, and planning back side details like doors, windows, and roof elements.
Block out an old house in Blender with windows and a chimney, refine scale and extrusion, and prepare the model for final polishing in the next chapter.
Build the final bottom section of the medieval house in blender using a base block, then add walls and framework, refining with weight normals and bevels for realism.
Develop the final bottom section of the house by building a two-piece balcony in Blender, duplicating and aligning wood planks, beveling edges, and modeling stone stairs and surrounding walls.
Continue building the final bottom of the house in Blender, adding a stone base on concrete with wood and plaster support, while cleaning up geometry, removing faces, and beveling edges.
Continue building the final bottom of the house by refining wall and beam geometry, duplicating components, extruding edges, beveling corners, and planning roof and window frame integration.
Refine the bottom part of the house in Blender by clearing blockers, bending a panel with a simple deform modifier, and maintaining a non-destructive workflow with diagonal planks and textures.
Continue building the final bottom part of the house in blender, align planks, bevel edges, add a window frame, and refine the wall details for texturing.
Create a detailed bottom wall section for an old house in Blender, including clean wall geometry, a doorframe, wooden beams, planed bevels, and preparations for vertex painting and windows.
Create the final bottom section of a house in Blender by cutting walls, modeling with cubes and cylinders, applying boolean modifiers, and refining with clean geometry and ornate frames.
Create bottom of the house in blender by sculpting an archway and balcony support from stone or wood references using old-school molding with extrudes, bevels, edge loops, and weighted normals.
Create the final bottom part of the house by duplicating and mirroring pieces, adjusting pivots for symmetry, and adding archways and cylinders for detailed balance.
Duplicate and position modular pieces to form the final bottom section, align the door and ornate arch, adjust pivots and bevel edges, and merge geometry before copying across sides.
Finish the bottom section of the house in Blender, detailing bevels, plinths, plank placement, and mirrored pivots to achieve a polished, connected structure with non-destructive detailing.
Build the final bottom of the house by forming the foundation with planks, beveling edges, and duplicating pieces to match reference images and the intended style.
Create the final bottom part of the house in blender using planes and decorative knee braces, then use booleans, merges, bevels, and smoothing to finish the piece.
Learn to finalize the house bottom in Blender by duplicating walls, flipping normals, merging doubles, beveling edges, and setting up windows for later boolean operations.
Create the top window profiles and frames in Blender, bevel the edges, extrude the window frame, and refine with bending, pivots, and measurements for the house design.
Model the final bottom part of a house window in Blender, using symmetry, precise frame construction, bevels, merging, and mirroring to create a polished, clipping-free detail.
Duplicate and mirror house sections, bend and align components with simple deform modifiers, merge and bevel joints, and position windows to match the reference while prepping textures.
Model the final bottom portion of the house by creating doorframes, balcony rails, and pipes, plan a single texture, and lay the floor with planks.
Reuse a cube to shape the final bottom of the house in Blender, add three balcony poles, adjust pivots and bevels, and use array and mirror modifiers.
Finish the bottom of the house by refining planks, adjusting thickness, and duplicating pieces for accurate alignment. Prepare final details like pipes and textures by testing subtle bending.
Create a detailed house entrance by building a door frame and planks, adding windows, and aligning measurements in Blender while practicing non-destructive edits, pivots, and texture planning.
Master the final top of the house in Blender by building a simple roof and frame, placing and beveling windows, and duplicating components for a clean, consistent topology.
Duplicate and arrange window frames, adjust angles, and extrude roof sections in Blender to build the final top part of the house while testing symmetry and preparing bevels.
Create the final top part of the house by duplicating and mirroring planks, aligning components, and integrating a window; apply bevels, extrude to shape, and adjust thickness while avoiding clipping.
Rotate and duplicate pieces, apply an array modifier on the y axis for variation, then adjust placement and scale to finish the final top part of the house.
Model the final top part of an old house in Blender, adding wood structures and a window, then refine with boolean cuts, bevels, and soft selection.
Apply a step‑by‑step Blender workflow to fix window geometry, duplicate sections, adjust transforms, and correct clipping, then build chimney and pipes and prepare planks and texture unwraps for materials.
Block out and sculpt the final top of the house by building a chimney, refining its shape, and aligning two cylinders with planks for a cohesive detail.
Create reusable modular pipe pieces and basic metal parts, refine bevels and textures, and build door frame details and interior bars to enhance the old house assets for the game.
Create extra assets for a game-ready old house by modeling components in Blender and preparing textures in Substance Designer, refining topology, beveling edges, and adding bolts and hinges for realism.
Model an ornate mount in Blender by building base plates, twisting a cube, and using curves for a lamp and sign stand, with rings and a top sphere.
learn to build extra assets by creating curves, beveling along curves, converting to mesh, and optimizing geometry with merge by distance, then set up a basic light for presentation.
Create extra game assets in Blender for the old house project by beveling, inserting, extruding, and adding emissive lamps, while using wait normals for efficient quality.
Model a wood sign using a spline-derived profile, extrude and bevel the shape, then assemble a metal pole with cylinders and hinges for a realistic exterior sign.
Duplicate, rotate, and edit parts in Blender to align assets, then prepare basic metal shapes for sculpting. Preview Seabridge sculpting of the staff and chimney.
Sculpt the staff and chimney in Blender, add texture-based damages to the stairs, duplicate and vary stair segments, and export as OBJ for further sculpting in Substance Designer.
Master sculpting a stair piece in Blender and Substance Designer, using a drawing tablet and trim, dynamic, and alpha brushes to create worn, broken stone edges.
Sculpt the chimney in Blender, refine edges with trim dynamic and basic material tests, merge parts, decimate with Decimation Master, export, and create a low-poly version for texture baking.
Learn how to sculpt a chimney in a game-ready model, focusing on creating damaged surfaces, curved corners, large cuts, and edge detail, then optimize via subdivision and export.
Select sculpted pieces, move them into a new collection, and import the final Blender models to preview the scene while polishing geometry and preparing vertex painting, materials, and baking.
Design a flexible plaster material by blending clean plaster with 80 percent concrete and scattered stones, using vertex paint to blend variants, and leverage heightmaps in Substance Designer.
craft a plaster material by building heightmaps and shapes in substance designer, applying bevels, boolean cuts and symmetry, then bake normals and ambient occlusion and export textures for marmoset.
Create a plaster material in Blender and Substance Designer using displacement for height and occlusion maps, with texture maps, noise, and gradient blending for realistic wall detail.
Refine the plaster material by tuning noise, creating edge masks with histogram select and flood fill, blending with soft light and multiply, and ensuring proper tiling and heightmap bit depth.
Create a plaster material in Blender and Substance Designer by refining a base heightmap, applying noise, and building a robust normal map to convey bricks and concrete textures.
Create a plaster material for an old house in blender, using stone-like details, procedural noise, masks, and blending modes to control edges and distribution.
Create a realistic plaster over a concrete base by using height-based blending, noise and overlay techniques in Substance Designer, refining normals, masks, and roughness for a cohesive game-ready material.
Learn to create a plaster material for an old house in Blender and Substance Designer, using a single heightmap layer, procedural cracks, masks, and base color workflows.
Create a plaster material in blender and substance designer by blending plaster with height maps, masks, levels, and bevels to manage cracks and displacement.
Learn to build plaster materials for game assets in Blender and Substance Designer, refining cracks, peeling effects, masks, and height and normal maps for realistic aging.
Create a plaster material by building a base with bricks and concrete, generate color and masks with noise maps, gradient maps, and histogram selections, and add dirt for realism.
Refine the plaster material by blending heightmaps and normals, sharpening noise, using masks and a switch node to toggle plaster and concrete, then preview roughness with three-point lighting.
Create a realistic plaster material in Blender and Substance Designer by refining base color, normals, roughness, and heightmap details, using noise and variations for a procedural, nonuniform surface.
Create the plaster material by blending concrete with layered noise, stones, and color variation using masks, gradient maps, levels, curvature, and grayscale-to-color mapping.
Refine plaster material in a concrete stone wall by embedding stones, adding dirt between gaps, and adjusting textures, contrast, and bevel settings in Blender and Substance Designer.
Create a plaster material by adding a 100 percent plaster switch, building a base plaster with soft cracks, scratches, and masking, and refine color with gradient maps and layered blending.
Refine a medieval plaster material in Blender and Substance Designer by adjusting height, toning white in broken pieces, applying curvature-based normals, and adding dirt for realistic wear.
Create a basswood material in Blender and Substance Designer by building color variations and wood grain through heightmaps, gradient maps, and directional noise for believable plank textures.
Create the basewood material by blending masks and applying directional warp and Berlin noise, refining tiling and grayscale values for a rugged game wood texture in blender and substance designer.
Create the basewood material by shaping cracks and starburst patterns, then apply directional warp and Berling noise to generate varied cuts and grain variation.
Create a basewood material in Blender and Substance Designer by building a color base, layering dirt with gradient maps, and refining with height, curvature, ambient occlusion, and shadow-driven masks.
Create a basewood material for a game in Blender and Substance Designer, refining base color and roughness, adding patches and color variations with masks, and enabling painted wood floorboards.
Continue building the basewood material for the old house, tweaking smartening, angling, and masking to create bolts, screws, and planks with wood textures.
Refine a basewood material in Blender and Substance Designer by tweaking scale and offset, layering dirt, and wiring metallic and roughness maps for worn wood with screws.
Create a slate roof texture on a wood base using Substance Designer. Expose a custom color and use gradients, tiling, masks, and levels to craft realistic slate patterns.
Craft a base roof material for a Blender and Substance Designer project by refining bevels, normals, displacement, height, and ambient occlusion.
Create a base roof material for a game asset in Blender and Substance Designer using a mask system to create three color variations, with base color, roughness, and normal maps.
Learn practical uv unwrapping for a house in Blender, export plaster and concrete texture maps, and efficiently apply materials across multiple model pieces.
Continue unwrapping house parts, apply base wood textures, rotate UVs by 90 degrees, adjust tiling, and copy materials across pieces for consistent texture mapping.
Apply UV unwrapping to all house pieces with a box map, adjust tiling and rotation, then copy materials to selected parts for consistent brown wood and white textures.
This lecture demonstrates uv unwrapping a house in blender and substance designer, using box maps, custom unwraps, 90/0 rotations, and preparing for baking normals and unique textures.
Learn uv unwrapping a house in blender, focusing on seams, cylinder unwraps, splitting long pieces, and island layout to create tileable textures for game-ready assets in blender and substance designer.
Master uv unwrapping for unique models by fixing doubles with merge by distance and creating clean seams. Unwrap multiple pieces, test textures, and refine transforms to minimize stretching.
Master UV unwrapping of unique Blender models, adjust island layout, export as OBJ, and texture in Substance Painter with black masks and polygon fill to create cohesive, low-poly textures.
Texture and apply materials to the old house assets in Blender and Substance Designer, using black masks, wood and metal textures, basswood, and texture export workflows.
Place and organize assets in Blender, apply materials in Marmoset (occlusion, base color, emissive, normals, metallic), adjust pivots, weight normals, and bake height maps for final pieces.
Place and rotate assets to build a realistic street corner, then bake high-poly details into low-poly models with normal maps. Preview and tweak bake artifacts for clean Unreal-ready textures.
Import assets into Unreal Engine, enable real-time lighting, split the house for better texture resolution, fix materials, export, and re-import with correct orientation.
Import and organize textures in Blender, flip the green channel for correct maps, and build materials with base color, normal, roughness, ambient occlusion, plus vertex painting and parallax occlusion mapping.
Duplicate and refine materials for plaster, painted wood, and bare concrete, enable parallax height maps, and configure metallic, roughness, normal, ambient occlusion, and emissive textures for authentic old house surfaces.
Fix and optimize the house mesh by repairing roofs and beams, correcting uv maps and normals, adjusting materials, and re-exporting for a clean lighting pass.
Learn to prototype and refine game-ready roof shingles in blender using tiling textures, UV unwrapping, and no-parallax textures to achieve convincing roof details.
We refine the roof silhouette by testing sinking-in options, creating and aligning panels, duplicating materials, and adjusting pivots, rotations, and orientation for a cohesive old-house roof.
Set up a game-ready scene in Blender with real-time lighting, movable skylight, distance-field shadows, and screen-space global illumination, then craft a simple background and camera view for a polished presentation.
Save the project, set up a cubemap skylight, and balance exposure, lights, and shadows using a global post-process volume and color grading for a filmic medieval house scene.
Adjust the scene lighting and shadows by tweaking light intensity, emissive color, and post-process sharpening, then refine materials, texture brightness, and vertex paint for a grounded, cinematic look.
Master vertex painting to create peeling plaster and edge wear on an old house in Blender, refine materials in Substance Designer, and add decals from textures.com for realism.
Apply vertex painting to plaster, duplicate the model to extend damage across edges and corners, and balance it with a preview in unlit mode before adding decals from textures.com.
Create window glass by importing a basic window texture in Substance Designer, adjust roughness and normal maps, and place and scale windows in Blender for coherent lighting.
Set up and refine a scene by adjusting lighting, shadows, skylight, and color grading; duplicate elements, add decals, and tweak textures for old house look in blender and substance designer.
Refine the old house scene with global post-processing, avoiding a color lookup table, and balance brownish materials with a subtle blueish tone; adjust lighting to reveal wear and dirt.
DO YOU HAVE ANY OF THESE PROBLEMS : Are you heaving trouble finding the right course that will teach you all the skills needed to create a game environment from start to finish using blender and unreal engine 4? Then look no further because this course is for you!
INSTRUCTOR : My name is Emiel Sleegers, I am a 3d environment artist working in the game industry.
By the end of this course, you'll be able to Create realistic looking old House for Game environments or for your 3d project.
TOPICS COVERED :
Environment modeling
Making textures and Materials
Setting up in the UE4
In this tutorial course we will go over on how to create a medieval style house from start to finish.
This is going to be a fairly big course but it has loads of really cool and helpful techniques, tips and tricks in it.
We will be using blender3d for the modeling of our assets, next to this we will also use Zbrush to do some sculping.
Textures will be made using substance designer and substance painter.
And they will be rendered inside of marmoset toolbag.
Then finally we setup and render everything inside of unreal engine 4
Some of the main topics that we will cover in this tutorial are on how to do basic to intermediate modeling inside of blender, how to get good shape and composition using a blockout, and how to use weighted normals and add imperfections to our asset.
We will also cover some damage sculping inside of Zbrush, how to bake and render materials and normal maps in marmoset toolbag
Next to this we will go over how to create flexible procedural materials inside of substance designer and also a small chapter on how to create some unique textures in substance painter.
Of course as last we will go over on how to setup a level in unreal engine fully with lighting, post effects and making it portfolio ready.
IDEAL STUDENTS : I have designed this course for students who already have a basic understanding of the programs we are going to use. However as always, I will explain to you every step I take to get to the final result.
So, this is going to be an exciting course! And I hope that you will join me soon! Enroll now, and take your skills to the next level.