
Explore a professional Blender to Unreal Engine 4 workflow to build modular walls and pipes, bake textures, and texture assets in substance designer and painter for a game environment.
This lecture shows how to gather submarine interior references, plan modular walls and pipe assets in Blender, and build a reusable, game-inspired environment while avoiding direct copying.
Install B.S. Max plugins and interactive tools in Blender, customize preferences and key maps, and set up quick favorites to streamline multi-program workflows for submarine interior modeling.
Explore how to finish installing plugins and shortcuts in Blender, customize the quick favorites, and set up a scale reference to ensure models align with real-world size during import.
define scale for modular submarine interior walls in blender, set 10 meter units, start with floor plane and wall components, use a cylinder for supports, duplicate modules to avoid seams.
Model submarine wall pieces in Blender by beveling edges, extruding along normals, and using a cube boolean; refine with x-ray mode and weighted normals for a smooth, even flow.
Master modular wall piece modeling for submarine interior environments in Blender by duplicating sections, aligning corners, and refining pivots, bevels, and normals for crisp geometry.
Continue building submarine interior wall pieces in Blender, using boolean modifiers and union to cut shapes, then clean up with edge loops, bevels, extrudes, and proper face removal.
Model and align submarine wall pieces in blender, adding a doorway and corners. Apply smoothing, adjust normals, and merge geometry with merge by distance for a seamless interior.
Recalculate normals to fix inversion and verify face orientation, then model the floor with a large plane and add panels with loop cuts, bevels, and normal-map detail.
Learn to model submarine interior pipes in Blender by creating a low-poly cylinder, extruding, beveling, and adding edge loops, then bake a high-poly texture map.
Model a submarine interior pipe system in Blender using multi resolution subdivision, bevels, and precise bolt placement, then weld together and bake for game-ready optimization.
Learn to model submarine interior components in Blender by creating bolts, a larger bolt, wheel, and brackets, using extrude, bevel, merge, and subdivision techniques for clean, optimized geometry.
In blender, start modeling submarine pipes by creating bolt sections, refining with bevels and curves, and using multi resolution and bend modifiers to shape a seamless assembly.
Design a submarine interior door in Blender using simple shapes, arches, and insets; extrude, bevel, and add bolts while preventing intersections, then shade smooth and save a backup.
Create and refine a submarine interior door by modeling hinges with cylinders, duplicating and arraying components, adjusting normals and bevels, and using subdivision and edge loops for a polished look.
Create a submarine interior door in blender by modeling a door with hinges and handles, beveling edges, refining topology with edge loops, and duplicating components for a cohesive mechanism.
Place bolts on the door’s flat face, duplicate for even spacing, and organize the scene with collections while converting bolts from high poly to low poly via merge by distance.
Turn high poly submarine interior assets into efficient low-poly models by removing arches and supporting loops, preserving silhouette, and duplicating parts with snapping and center-collapse for quick optimization.
Learn how to unwrap uvs in Blender for submarine interior assets, including marking seams, checking checker textures, creating uv islands, and optimizing texture space for consistent mapping.
Master efficient uv unwrapping in Blender by isolating model sections, marking seams, and creating clean maps with islands for reliable texture tiling and accurate results.
Unwrap all models by marking seams and using selective unwraps for bolts and brackets, handling cylinders and complex joints, hiding geometry as needed to speed Blender UV mapping.
Learn to unwrap all submarine interior components in Blender, mark seams, adjust UV islands, and prepare a unified texture bake for doors, pipes, bolts, and cylinders.
Learn how to unwrap multiple models in Blender by isolating pieces, fixing transforms, creating island maps, and adjusting scale to prepare models for export in a submarine interior scene.
Place and align the submarine interior scene in Blender, set origin to zero, use vertex and increment snapping, and start a metal-painted wall texture before exporting to real.
Unwrap the remaining submarine interior models in blender, applying the same method to foam panels, edges, and seams for clean uv maps and organized textures.
Create a painted bent metal texture for a submarine interior in Substance Designer, detailing base color, normal map, and metallic roughness with warp and tiling.
Create a painted metal material by layering normal maps, noise, and scratches, tune normals with normal transform and Berlin noise, and preview in Substance Painter and Marmoset.
Create painted metal material on a clay base in Blender using gradient map, noise, curvature map, and normal map. Bake textures from high poly to low poly in Substance Painter.
Bake high-poly submarine pipe models to a low-poly version, refine UVs and smoothing, configure cage and offset for clean maps, preview in Marmoset, and prepare textures in Substance Painter.
Explore texturing techniques for submarine interior pipes in Blender, using smart materials and substance designer to create base metal, painted steel, and edge-damage details.
Texture the pipes by adding dirt with shaders and masks while isolating scratches and bolts. Bake textures and create smart materials for reuse, exporting to Blender and Marmoset.
Texture the submarine interior door in blender, bake from high to low poly while fixing UVs and seams, test with occlusion, and export mapped textures for painter.
Learn to texture a submarine door in Blender by refining metal skin with paint layers, scratches, normal details, and mask workflows, then preview with Marmoset lighting.
Finish texturing the door and ensure metallic details match pipes in Blender, then export to Unreal as FBX with proper pivot, low-poly and high-poly assets, and unwrap UV maps.
Texture the corner pipe in Blender, apply maps and masks, create a shader with vertex colors to separate top and bottom, and export all models for the game environment.
Create an Unreal Engine project for a submarine interior, craft a master material, import assets, and use material instances with vertex color masks for dynamic texturing.
Learn to craft a master material for a submarine interior in Blender, using vertex colors, color overlays, a dirt mask, and tiling with normal, roughness, and metallic maps.
Finish the master material by wiring a metallic map, add vertex colors, and assemble textures in Blender for a submarine interior game environment, with two-sided shading.
Finish adding vertex colors in Blender and start creating masks to control colors for walls, pipes, and bolts; export and bake maps in Substance Painter for the submarine interior.
Create masks and base materials in Blender, adjust tiling and color, add dirt and occlusion for realistic submarine interior textures, and bake and export masks using smart materials.
Develop and refine masks for submarine interior assets in Blender, covering walls, doorway, floor, and vertex colors, then export masks to Photoshop and reimport into the project.
Create masks for submarine interior game environments in blender, part 3, by applying metallic, normal, and roughness maps to pipes and using vertex colors and color channels for mask exclusions.
Master mask creation and door UV fixes in Blender for submarine interior assets, through texture baking, low-poly and high-poly workflows, and material setup.
Finish setting up our assets in Unreal Engine by importing textures, assigning materials, optimizing light maps and lods, and building lighting to preview the scene.
Design a submarine interior level in Unreal Engine by assembling assets on a clean slate, snapping and duplicating components, and aligning walls, doors, floors, and pipes for coherent hallways.
Design a submarine interior level in Unreal Engine part 2 by shaping floors and walls, duplicating sections, rotating corners, and using light baking for realism.
Design a submarine interior level by arranging pipes, walls, and lighting, avoiding clipping, and preparing a ceiling plane and door in Blender for Unreal Engine integration.
Refine the submarine interior level in Blender by pushing walls, adjusting edges, unwrapping UVs, applying weight normals, painting masks, and exporting an FBX to Unreal Engine for testing.
Fix vertex colors in blender with vertex and texture paint, then export as fbx and re-import into unreal engine to continue level design.
Design a submarine interior level in Unreal Engine by arranging pipes and walls for composition, camera angles, and duplicating and scaling elements with texture variations to distinguish gas and water.
Design a submarine interior level in Unreal Engine by building a connected pipe system with valves and duplicating components. Prevent clipping through careful scaling, rotation, and alignment, while considering lighting.
Design our level in Unreal Engine by iterating pipe-based geometry, duplicating segments, testing short and long variants, and fixing clipping through careful snapping, scaling, and centering.
Design our submarine interior level in Unreal Engine part 9 by arranging modular Blender pieces, duplicating assets, adjusting corners and pipes, and preparing lighting and textures for polish.
Design our level in Unreal Engine Part 10 by iteratively adjusting pipes, corners, and placements, duplicating components, and addressing clipping and scaling to create an engaging submarine interior environment.
Design the level by duplicating and rotating pipes along walls to create dynamic angles, and adjust the camera actor's field of view to about 60–75 for a crisper shot.
Design the submarine interior level by placing pipes, valves, and exits in Unreal Engine part 12, exporting, duplicating, and adjusting scale and materials for a dense, realistic environment.
Design our Unreal Engine level part 13 by refining pipe ends in Blender and placing duplicated segments for a cohesive submarine interior, then export FCX.
Design a submarine interior level in Unreal Engine using Blender, duplicating and aligning pipe sections. Arrange bends and patches, ensure alignment, and set camera angles while adjusting lighting.
Create a low-poly light asset for a submarine interior in Blender. Apply cylinder modeling, extrusion, mirror modifier, bevel, shading normals, glass details, railings, and unwrap to complete the asset.
Create a centered submarine interior light asset using Substance Painter, baking normal, metallic, and roughness maps, with glass, dirt, and emissive details, exported to Unreal for realistic illumination.
Place lights to create a warm submarine interior, run the first lighting pass, compare rectangular versus spotlight, duplicating and alternating lights, use unlit mode and post-processing with flexion capture.
Place and rotate lights to shape shadows in the submarine interior, duplicate to fake unseen sources, and bake static lighting after adjusting exposure and material resolutions for richer reflections.
Place a fake rectangular light to create soft bleed in the submarine interior for the bake, then enhance with bloom, exposure, and chromatic aberration in post.
Create warning signs, posters, and instructional graphics for a submarine interior in blender, using post-processing, lighting adjustments, and texture workflows to color-match and grime the environment.
Learn to refine sign textures on submarine interior scenes in Blender by cleaning edges, applying decals and dirt, and creating height and normal maps with Substance Designer and Photoshop.
Develop signs for a submarine interior by blending lines with an art modifier, using grayscale masks and opacity, and applying normal maps and textures in Blender for game environments.
Create signs as individual planes, apply image textures with alpha masks, and assemble a reusable signs collection in Blender. Export the signs for Unreal and fine-tune spacing and materials.
Place and scale hazard signs and decals along pipes, adjust their rotation and placement, and change pipe colors to white while preparing a bake and refining lighting in blender.
Polish submarine pipe textures in Blender by tweaking roughness, painting metal variation, and adding dirt and scratches with masks for realistic wear.
Polish submarine interior textures by painting dirt and seams on pipes, exporting masks and dirt textures, and performing a first lighting pass to enhance grime and realism.
Polish the submarine interior by refining lights and shadows, baking lighting, and adding subtle volumetric fog for depth, then apply LUTs, levels, and color balance in Photoshop after.
Apply and refine lighting in Blender by saving scenes, applying color lookups, adjusting post-process volumes, tone mapping, bloom, shadows, and color grading to achieve dramatic submarine interior visuals.
Tone down wall colors and enhance scene realism with lighting tweaks, bloom, and global post process volume in Blender, then model a basic fuse box with wires.
Create a submarine interior fuse box in Blender by modeling cylinders, refining with smooth shading, weight normals, adding locks, unwrapping UVs, and exporting to fbx for game environments.
Create fuse box assets in Blender, fix normals, bake textures, and set up base color, metallic, and normal maps; add decals and bolts, then export textures for engine import.
Place fuse boxes and refine pipes in Blender, export variants, bake lighting, and prepare high-resolution camera screenshots for portfolios.
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 exciting tutorial, you will learn the professional way of creating a game-ready submarine corridor from start to finish using Blender, the Substance suite and unreal engine 4.
We will go over in detail on how to model modular walls that can be used to construct our corridor.
After that we will start modeling modular pipes using the high to low poly modeling technique and use that to construct all the piping networks that are in our scene.
Finally, we will model some smaller assets like a metal door, some signs and a fuse box to dress up our scene.
Once modeling is done we will move into Substance Designer where we will be creating a tileable painted metal texture that we can use on our walls and other assets.
Then we will move our high poly and low poly assets into Marmoset toolbag where we will be baking the assets and generating our texture maps. At which point we will bring everything into substance painter and start texturing our assets.
We will also generate special masks which along with a custom shader in unreal engine 4 we can use to dynamically change the color and dirt amount on our assets.
Finally, when everything is done and ready to go we will import everything inside Unreal Engine 4 and start building our level, create our lighting and post effects and some final polish to really make the level shine.
I am excited to show you all these techniques that you can use so you can become a better environment artist. Turn up the heat and ignite your skills. Keep adding new knowledge, new workflow, new tactics to grow and expand. Life is about growing and reaching your fullest potential.
Take action and start committing to your success today. Join me in this amazing course and let’s get started.