
Create a realistic snowy environment in Unreal Engine 4 with a cabin, trees, and plants, using procedural textures. Model cabin and foliage in 3ds Max; apply parallax mapping and decals.
Practice creating a realistic snowy cabin scene using references, modeling in Unreal Engine, and textured wood and snow layers, with optimized trees and reusable snow textures.
Model the cabin base with a blockout, using a human-scale reference, then build the footprint with a spline and boxes, add porch and roof.
Build the final cabin model part 1 by shaping the porch, beams, and stairs, then apply textures and occlusion to convey worn wood and depth in a snowy setting.
Create the final cabin model part 2 by building lines, sweeps, and planks, add a hollow roof and snow, then refine with vertex normals and smoothing.
Create a final cabin model by beveling the roof and porch edges, adjusting corners, and applying smoothing and normals corrections, then reuse bevels across components with copy-paste and generate.
Create a realistic door for a snowy game environment by building a door frame, adding panels, applying bevels and chamfers, and optimizing geometry for normal maps.
Build window frames with the symmetry modifier on the Z-axis, bevel and chamfer edges, then unwrap and texture for a realistic snowy environment.
Create a base wood texture for cabin models using substance designer, bake height maps to drive grain, then apply metallic softness and specular glossiness with directional warp.
Learn part 2: create realistic wood textures for snowy environments by combining dynamic gradients, noise, and layered levels, then refine with motion blur and parallax.
Master wood texture creation for realistic snowy environments by refining lines, applying high-quality scale, and blending noise, masks, and curvature in OpenGL workflows.
Create a realistic wood texture for a snowy game environment by blending noise, tiling, and height maps with masks and occlusion in Blender.
Add weathered edge chips to planks with the slope below grade scale mode and moisture noise, then blend with masks for controlled edge damage.
Create a realistic wood plank texture by building a frame, applying masks and levels, adding custom lines, then refine with grayscale, noise, blur, and a normal map.
Refine a wood texture by adjusting position, scale, and height, then add edge detail. Build layered blends with levels and masks, use subtract modes, and finalize normal and diffuse maps.
Create a wood texture by building base wood and nail colors and masks. Then blend gradient maps with layered noise and directional noise for depth.
Explore techniques to craft realistic wood textures for a snowy game environment by layering edge detection, noise, color variation, and multi-stage blending with levels and HSL adjustments.
Develop a realistic wood texture by boosting contrast, layering black details, and blending multiple noise and grayscale passes to create depth, edges, and subtle variation.
Create a realistic snowy game environment by refining a wood texture with iterative noise, gradient masks, and level adjustments. Blend color, lighting, and subtle displacement for natural variation.
Create realistic snow textures for a game environment, part 2, by layering branch patterns, noise, and diffusion, and adjusting scale, distribution, and lighting for a cohesive snowy landscape.
Create a realistic snow texture for a game environment by layering grayskull conversion, gradient maps, noise masks, and color adjustments to blend snow with soil and stones.
Learn to craft a realistic snow texture for a game environment by building a base snow layer, adding footprints, blending with existing textures, and tuning height maps and colors.
Balance diffuse, height map details, gloss, color mood, and occlusion to create snow texture, then blend snow with ground via masks and noise for realistic splotches.
Create soft, realistic snow textures for game environments by blending masks, flood fills, and gray-scale overlays, adjusting levels and color balance for bluish ground and gentle snowfall.
Create a varied snow footprint texture by sculpting a single footprint in Photoshop, importing into Substance, and using masks, grayscale, noise, tiling, and blending to add realistic breakup and direction.
Learn to build a realistic snow texture by composing height and normal maps, tuning noise and density, and using multiple blends and masks to create depth and soft, falling snow.
Export and organize multiple texture variants for realistic snow and wood environments by configuring batch bitmap exports, switches, and naming conventions for snow, footsteps, and planks textures.
Export textures and unwrap the cabin, then set up per-map materials in 3ds Max, using uvw maps for wood, snow, and footprints.
unwrap and texture a cabin model using 3ds Max and textiles, adjusting UVs, breaking maps, and aligning seams for a seamless wood plank appearance.
Unwrap cabin textures using UV mapping, adjust 200x200 and 50x50 blocks, apply decals and shading to create varied planks, windows, and doors for a realistic snowy environment.
Create a window texture in substance zeina by composing six windows with a border, then bake height and normal maps, and tune diffuse, occlusion, and dirt for realism.
Learn to add realistic snow to a cabin roof using two snow passes, beveled edges, UV unwraps, and a snow material with height and normal maps.
Develop a leaf texture for the snowy environment by building a leaf shape, extruding edges, adding snow details, and unwrapping textures in Photoshop and Substance Zeina.
Finish creating the leaf texture by masking two leaves, generating a grayscale mask in Substance, and layering snow, normals, height maps, and color adjustments for realism.
Model a realistic tree by building a base in max, sculpting branches, and applying leaf textures with masks, pivots, and noise for varied scale and density.
Create a realistic snowy terrain by sculpting hills, placing a cabin and dense trees, and texturing with snow materials using a TWAIN-based painting workflow.
Set up a basic Unreal scene by exporting assets, organizing folders, and configuring light maps with UV channels for a snowy environment.
Set up base materials and parallax mapping for snow, wood, and foliage; create material instances, adjust normals, metallic, and specular values, and begin lighting to preview a realistic snowy environment.
Set up basic lighting for a snowy scene using skylight and directional light with atmospheric fog; configure light maps and UV channels, apply post-process, and build lighting for realistic shadows.
Set up realistic snowy game environment materials by building base textures, painting snowfall with height maps, and tuning lights and color channels on windows and terrain.
Set up realistic snowy environment materials by configuring height maps, footprints, and snow textures, adjusting uvs and texture coordinates, and building tree and leaf materials.
Place hero trees and craft a cinematic snowy environment with foliage tools, adjust camera angles and post-processing, paint terrain and snow, then bake lighting.
Set up the initial lighting by tweaking sun angle, skylight, and fog for an overcast snowy mood, bake lighting, and apply LUT-based color grading for a cinematic finish.
Create a realistic snowy terrain by shaping grass, layering snow, aligning edges, and refining scales and props, then apply postprocessing for a cohesive winter environment.
Import textures and build grass materials with diffuse and normal maps, create varied grass batches, and place, rotate, and randomize patches, then freeze the ground for a realistic snowy environment.
Learn to create realistic snow decals for game environments by painting density and scale, adjusting rotation, and building snow masks in Substance Designer.
Create and refine snow decals for walls and floors using blend modes, gradient masks, and normal maps, then export decals for footsteps and snow lines with switches and ambient occlusion.
Place decals to create a realistic snowy game environment, adjust scale and position on edges and surfaces, blend snow details, and preview from multiple camera angles.
Polish the snowy scene by adding bumpiness with a noise modifier, painting snowy patches and footprints, and dirt and sand on the cabin to create a more natural forest environment.
Instructor Info
Emiel Sleegers always had love for video games and when he was young, he started using Unity3D for programming but he found himself gravitating more towards the art of making games. Now he is currently working as an environment artist in Ubisoft. He contributed to creating AAA games such as Forza Horizon 3 and The Division 2. His all time favorite game is The Last of Us and that video game is what inspired him to want to work in the game industry. His advice for beginner artists is to focus on one aspect of gaming that they are passionate about, stick to it and get better at it. His hobbies include anything related to games or films, whether it be working on personal projects, freelance work or going out for movies.
Course Info
In this course, we will go over how to create a snowy environment using 3ds Max, Substance Designer, Marmoset and Unreal. This environment will include having a snowy cabin with terrain, nice trees and plants and will be setup in Unreal Engine. We will learn how to create procedural textures in Substance Designer and we will go over how to edit those textures very quickly so we can have multiple variations. We will then go over how to model our cabin and foliage inside 3ds Max. Once all of that is done, we will go into Unreal Engine where we will set up our scene, our materials, and apply different variations such as dirtness, parallax, mapping, vertex painting, and many more. We will add decals to enhance the overall scene, do some nice lighting and finally polish the scene.