
Design the overall sci-fi game environment project around a map room with three hero objects: a computer panel, a door, and a table, crafted for interactive play.
Model a sci-fi game floor by isolating the panel, using symmetry to mirror halves, and detailing the center with insets, extrusions, and under-floor cables.
Discover floor modeling techniques for a sci-fi environment, adding cylinders and pipes, using loops and symmetry, and refining geometry for smooth shading.
Model a futuristic palm reader device, centering the pivot, refining with extrudes and chamfers, and adding a screen for user feedback to create a game-ready sci-fi asset.
Learn to build trim sheets on low-poly panels in part 1, unwrap UVs, and reuse a single texture map to add detailed sci-fi environment assets efficiently.
Explore trim sheet detailing and a high-to-low poly workflow, extracting polygons from a high sheet, shaping vents and indentations, and preparing assets for baking in marmots toolbag for low-poly results.
Explore baking workflows for trim sheets, using high and low poly models, a cage, and maps like normal, curvature, and occlusion to bake in substance painter and Max.
Design a sleek sci-fi holographic table by rebuilding the top from a cylinder, applying symmetry, loops, and subtle extrusions to add detail and roundness for a futuristic environment.
Model a sci-fi table by extruding, rotating, and refining geometry with symmetry, chamfered corners, and layered details to create a grounded, detailed tabletop.
Model a sci-fi table with chamfers, symmetry, and extruded details, reuse geometry for a computer panel, and apply holographic textures for a cohesive, high-quality asset.
Model the door and frame, adjust floor clearance, then build a symmetric door with planes and extrusions, add a latch and bottom details while planning interior lighting.
Master door modeling techniques for a sci-fi environment: build a doorframe with borders, add chamfers and rounded corners, use symmetry to model one side, and apply bridging and extrusion.
Refine the door model by cleaning edges, adjusting rounding and chamfers, and verify shading for a clean, metallic-ready surface.
Refine a sci-fi door by adjusting geometry, aligning to the doorframe, and adding protruding details like pipes and junctions. Explore texture-driven detailing with normal and height maps in Substance Painter.
Start with a box, shape a keyboard panel, and refine with bridging and rounding to add detail, then reuse geometry for a modular, polished result.
Fix the sci-fi scene by resizing and repositioning assets, merging imports, and expanding the room with symmetry, then model a holographic keyboard and detailed panels.
Model the remaining walls as a single, non-modular piece with thickness in Unity, add rounded corners, panel divisions, and a window opening for cabling, for clean lighting and occlusion.
Refine the wall in wall modeling part 2 by using ring selection, trimming and extruding, adding panel details and inner boxes, and explaining ambient occlusion for realistic shading.
Add modular wall detail with chamfer and extrude, create bordered panels, align with symmetry, center pivots, and reuse a box rotated 90 degrees to form paired columns.
Model the roof by shape from selection on the wall border, extruding and cleaning edges, then create symmetric roof columns and lamp notches using connect and mirror modifiers.
Model a sci-fi gadget from a simple box, using chamfer, slice, extrude, and symmetry to create a projector-like device with buttons and a screen, followed by unwrapping and texturing.
Unwrap UV maps and optimize texture space for hard-surface assets in 3ds Max using planar layouts, packing, and seams.
unwrap the door by dividing it into manageable pieces, using planar maps and seams, then relax and adjust edges to minimize distortion while prepping walls and trim details.
Break the computer and panel into pieces, create seams, and unwrap to avoid overlaps. Pack uvs with planar mapping, detaching and reattaching parts, and manage smoothing groups for texture density.
Unwrap the exterior wall using flatten mapping and quick peel, split into pieces to hide seams behind columns, and plan texture sets for Substance Painter.
Unwrap the gadget to create clean textures for its components, applying UV mapping, planar maps, and relaxation to minimize distortion while stitching and separating parts.
Learn to add trim to the roof and supporting columns to create detail, using unwrapping, mapping, and strip-based trim techniques, and apply normal maps with substance painter.
Prepare sci-fi game assets for texturing by organizing geometry, assigning material IDs, packing UVs, and exporting as fdx for substance painter workflows using Photoshop and a shared color palette.
Texture the door wall asset by baking high-resolution texture sets and applying alphas and normal maps in Substance Painter to add detailed lines and bolts.
Texturing a sci-fi door by layering color, adding letters, and masking for design; refine metals, emissive highlights, and weathered details to control light, shadows, and realism in a game environment.
Enhance a sci-fi door by adding weathered metal textures and rust, using filters, generators, masks, and paint layer to create dirt, scratches, and edge wear.
Texture the palm reader by adding detail with layers, masks, and metallic finishes, aligning and refining colors from primary and secondary palettes to create realistic palm-reading parts.
Experiment with alpha and masking to integrate a palm reader into the wall, refining size, color, and secondary color so the device looks embedded rather than protruding.
Rotate the roof 90 degrees for lighting, texture it in Substances Painter, bake maps, and apply smart materials with a black mask to add metallic details and a secondary color.
Add emissive maps to the columns, paint a black mask on the middle polygon, and dial in a blue luminescent glow for engine-ready rendering.
Learn to texture the roof column with a trim sheet, adjust masks and color, and enhance realism by darkening dirt and scratches and adjusting the secondary color.
Texturing the lamp teaches adjusting the base color, removing micro details, then adding a white mass and masking parts with a black mask to create a light source for unity.
Texture the floor and glass panel in Substance Painter, adjusting normals, roughness, and transparency. Use masks and alphas to add dirt, color variation, and subtle detail.
In this floor texturing walkthrough, paint dirt with a dirt brush, blend scratches to avoid symmetry, add decals and borders, refine masks, then layer pipes, metal, and rust textures.
Create computer and wall textures for a sci-fi setting using Photoshop, refining with circles, lines, and rectangles, adjusting layers and opacity to prepare a lighting-ready render for Substance Painter.
Apply normal maps and height details to hard-surface wall panels in the 3D view, using bevels, paneling, and a mirror filter for symmetry and faster baking.
Apply color work to the computer by using the same tools with careful variation, preserve the room’s color palette, and refine masking, dirt, and scratches across panels and monitor.
Color a computer and monitor using fill layers, masks, and selective color tweaks to create contrast, detail, and cohesive blue and orange accents.
Test emissive behavior of the computer model in Marmoset Toolbag and Unity, then add internal detailing with a soft brush, adjust emissive levels, fix parts, and complete the computer section.
Create a seamless tiling alpha in photoshop by applying an inner shadow to a 2048 by 2048 square, then define a pattern and apply pattern overlay.
Add detail to a sci-fi table using normal maps, stamping, masking, and symmetry to create vents, lcd edges, and edge panels for a believable 3d game environment.
Add color to the table by centering a map, tiling tiles, and using a mapping folder with black masks to refine emissive and base color.
Apply non-destructive texturing to a sci-fi wall using details, brushes, stamps, and a normal map. Add bolts and panels, then vary color, dirt, and masks.
Create a textured wall B by building normal maps, alpha masks, and color layers to add a corporate logo, metal details, rust, and dirt for a gritty sci-fi set.
Texture the remaining walls by applying and masking materials, adjusting primary, secondary, and tertiary colors, and adding metalness with masks to create realistic wall details.
Texture a sci-fi gadget with lcd screens, blue buttons, and a metallic connector using base and border colors, roughness, and emissive highlights. Apply height maps and masks to vary surfaces.
Place all assets and textures in Unity for rendering, configure the high-definition rendering pipeline, and demonstrate making assets usable in a game engine with lighting preview.
Learn to sculpt pedestals, unwrap and chamfer geometry, texture with substance painter, bake maps, and export metal textures, then add a wall emissive light in unity to enhance the scene.
Prepare HDRP textures for Unity by creating a custom export configuration that packs metallic in red, occlusion in green, and glossiness in the alpha channel, with albedo and normal maps.
Set up a Unity HDRP project, import assets, and configure materials with base color, metallic, and mask maps, then bake global illumination and tune reflection probes for a sci-fi room.
Design, organize, and light a sci-fi game environment in Unity by creating asset folders, importing textures from Substance Painter, and baking a static lighting scene with spotlights and light maps.
Create materials, assign color maps and emissive, and configure normal maps in Unity part 2, then adjust metallic, ambient occlusion, and transparency for floor and pipes.
Explore Unity postprocessing, color grading and tone mapping to craft moody scenes, adjust bloom and fog, and bake lighting with reflection probes and cubemaps.
Explore a bonus scene that adds a holographic map marker to the table scene using 3ds Max, UV unwrap, Photoshop, and Unity, creating an emissive, double-sided indicator.
Learn how to load and manually set up the HDRP in a new Unity 3D project, including package manager installation of core and post-processing pipelines, and adjusting graphics settings.
Instructor Info
Manuel Rondon is currently working as a freelance 3D artist and college instructor. He loves both jobs because they allow him to work on what he is passionate about while still having some creative freedom. His advice for students who are just starting out and want to make it in the industry is to be knowledgeable and be open to different areas of 3D art as this can give you more opportunities for jobs. As you gain more experience, you can then specialize in characters, textures, or animations but in the beginning, it's best to wear as many hats as possible.
Course Info
In this course, you will learn how to build a professional sci-fi environment from scratch using 3ds Max, Substance, Photoshop and Unity. You will be taken through the whole workflow from the initial modeling to the final built and render within Unity. As a freelancer, being efficient is a very valuable asset. In this course, you will learn how to save lots of time when building an complete detailed environment. Making an environment for games is an exciting task and hope you join this journey of taking a small 2d concept to the final 3d game-ready level.