
Learn to build a complete kitchen environment from start to finish using Blender, Substance Painter, and Unreal Engine 5, including modeling stove, fridge, and cabinets, texturing, lighting, and final renders.
Organize reference images in Pureref to plan a kitchen environment, loading, arranging, and focusing on imagery, then save references and begin modeling main props like the stove and fridge.
Learn to model a stove in Blender by building from a cube, applying mirror, bevel, and solidify modifiers, adding edge loops and partitioned components with clean shading.
Apply Blender techniques to create stove details, using booleans (difference, union, intersection), bevel and solidify modifiers, and precise cursor placement to match a human scale.
Create stove coils in blender using boolean differences and mirror copies. Symmetrize along y axis, apply scale, then bevel and array to complete the coil assembly.
Learn to model a fridge in blender from the base cube to detailed doors, applying bevels, booleans, weighted normals, and reference image-guided handles while organizing into collections.
Block out a kitchen cupboard in Blender using cubes, vertex snapping, and a mirror modifier, then bevel and extrude doors to add hinges and handles.
Model and detail kitchen cabinets in Blender using reference images, mirror modifiers, and precise origin placement; extrude, bevel, and refine with inset, loops, and shading for a polished look.
Create a kitchen room layout in Blender by building a cube, using origin at the bottom, enabling grid snap, applying modifiers safely, and arranging cabinets and slabs.
Learn to model a sink and window in Blender with solidify, bevel, and boolean difference, using weighted normals and edge loops for clean shading and alignment.
Learn Blender by modeling a sink drain, tab, hinge, and window latch using bevel, boolean, and mirror modifiers, with edge loop control for quad topology.
Build kitchen cabinet molding in Blender by converting vertices to curves, applying cornice moulding profile, extruding along axes, and organizing parts with collections and origin geometry.
Texture the stove and fridge in Blender by unwrapping uv maps, applying modifiers, and exporting to Substance Painter, then bake mesh maps and fix normals for clean shading.
Learn to texture the stove with layered fills, edge damage, roughness variations, color and grunge maps, using black masks, geometry masks, and smart masks for precise object selection.
Texture the fridge by applying dust and scratches with fill layers, masks, and smart masks, then create color variations and edge details using steel, grunge maps, and alphas.
perform uv unwrapping on the remaining assets in blender, prepare them for export to substance painter, create material collections, link materials, and bake mesh maps.
Texture cabinets and slabs in Substance Painter with smart materials, painted wood, steel, and marble, adjust masks, opacity, roughness, and edge details for a realistic kitchen scene.
Export your kitchen scene to Unreal Engine 5, import models and textures, create materials, apply textures from Substance Painter, and set up lighting and two-sided materials for a polished render.
Master stable lighting and post-processing in Unreal Engine using a global post-process volume, auto exposure control, sun placement, bloom, lumen global illumination, and texture tweaks via Substance Painter workflow.
Create Blender props to populate Unreal Engine scenes—cups, plates, spoons, and forks—using reference images, and apply solidify, bevel, and subdivision modifiers while organizing assets into collections for clean integration.
Model bowls, pans, cutting boards, and a cooker from reference images in Blender, using cylinders, planes, and modifiers like solidify, bevel, and mirror.
Texture the props in Blender and Substance Painter, unwrap and apply modifiers, manage collections, bake textures, and create materials for steel, wood, ceramic, and gold trim.
Import prop sets into unreal engine, fix origin by adjusting pivot offsets and geometry in blender, then export as fbx and apply materials with exported textures to place the scene.
Create new kitchen props in Blender, including cereal boxes, spoons, a mug, a wooden spoon, a spoon container, salt shaker, and knives, applying modifiers and preparing textures for export.
Texture the props in Substance Painter, applying base colors, masks, and triplanar projections to cereal boxes and mugs, then export textures and import them into Unreal Engine for scene placement.
Place and arrange spoons, knives, and other props, duplicate and rotate for variation, then group them and review from multiple camera angles to finalize the scene.
Enhance Unreal Engine 5 scenes by importing Quixel Megascans via Bridge, placing food props and decals, and capturing high-resolution screenshots from multiple camera angles.
Learn to create a Moroccan riad environment by modeling in Blender, texturing in Substance Painter, and lighting with Unreal Engine 5, from reference gathering to final renders.
Create an arc piece in Blender using a reference image in front view, extruding and tracing vertices, then mirror with the origin adjusted, plus solidify, bevel, and auto smooth normals.
Save blender files regularly and adjust closely spaced vertices to ensure bevels work correctly. Duplicate arcs, extend along the x axis, apply the mirror and solidify modifiers, then inset and extrude faces along normals and rename the pieces arc 1 and arc 2.
Create a pillar in Blender by tracing a reference image, extruding a boundary, and shaping with edge loops. Add bevel, hardened normals, and auto smooth for a polished, aligned pillar.
Arrange props to form a scene layout, duplicate parts, extrude faces, and apply scale for precise measurements; create a ground plane and an open courtyard with doors, windows, and railings.
Create balcony railings in blender by modeling pillars, adding rails with mirror and array modifiers, converting to a single mesh, and arranging duplicates into a complete balcony.
Shape a centered entrance door by importing reference images, aligning vertices, extruding and beveling faces, applying knife project cutouts, and using mirror modifiers to complete the door.
Create additional doors for the courtyard and upper floor in Blender by tracing a reference image, extruding and beveling panels, using mirror and array modifiers, and finishing with smooth shading.
Create a windows model in blender by using a reference image, applying mirror, bevel, and edge loops, then optimize with decimate and add a grille design with skin and extrusion.
Divide the large environment into modular pieces, apply thickness, create the courtyard pool, stairs, doors, and windows, and prepare for texturing by isolating parts and applying modifiers.
Construct a fountain arch in Blender by tracing references with planes, mirror modifiers, extrudes, insets, and bevels, then assemble pillars and refine with shading and auto smooth.
Create a fountain beside a pool in Blender by tracing its outline from a reference image, extruding vertices, and using a screw modifier along the Y axis.
Refine the ground plane and environment models by deleting unwanted geometry, adding edge loops for smoother texturing, and preparing assets for export to Substance Painter and Unreal Engine.
Learn to prepare and unwrap assets in Blender for Substance Painter by applying modifiers, removing duplicates, assigning material sets, and using smart UV project to unwrap by material.
Export your Blender models to Substance Painter with correct normals, flip inside faces, triangulate when needed, apply weighted normals, and bake mesh maps for texturing.
Apply a weighted normal modifier to fix edge shading, copy it to all objects with the copy attributes add-on, enable keep sharp and auto smooth, then export FBX.
Texture the ground plane in Substance Painter by applying tile textures with fill layers, masks, and polygon fill tools, using tri-planar projection for seamless tiling.
Texture concrete walls and assets in Substance Painter using color, normal, and roughness maps, adjust tiling and scale, and apply triplanar projection with an HSL perceptive filter.
Learn how to add dust to textures using Substance Painter smart masks, including dust occlusion and ambient occlusion maps, painting masks, adjusting dirt levels, contrast, opacity, and exporting to Unreal.
Export and import all assets into Unreal Engine 5, enable Lumen, set up a sky atmosphere, clouds, skylight, and exponential height fog, then adjust lighting for a complete scene.
Export textures from Substance Painter, import into Unreal, and apply them to all models; fix light leaks with shadow boxes, and set up cameras and pivots for doors.
Model a lamp in blender from a reference image, using planes, knife project, and spin tool, then create variations and prepare for texturing.
Learn to texture lamps, fix duplicate vertices with merge by distance, bake maps in Substance Painter, export to Unreal Engine, and place lamps in the scene.
Fix a texturing issue by disabling sRGB and converting packed textures from Substance Painter to linear color, and set the sampler type to linear color to reduce Unreal reflections.
Learn to create curtains in Blender using cloth simulations, pin top vertices with a vertex group, add Taurus collisions, and duplicate curtains for variation before exporting to Unreal.
Duplicate curtains, texture in Substance Painter, bake mesh maps, and export to Unreal; apply fabric material with triplanar tiling and enable two-sided rendering for the scene.
Model chairs in Blender from a reference image, blocking with cubes, extruding, insetting, and applying scale, then refine with mirror, bevel, solidify, and skin modifiers.
Export and texture a Blender chair by applying modifiers and unwrap with smart UV projects, bake mesh maps in Substance Painter, then reimport to Unreal and refine materials and textures.
Create small props in Blender, including metal pots and clay vases, using reference images with edge loops and bevels, then organize into collections for texture work in Substance Painter.
Texturing and exporting small props for a table scene, including utensils and glasses, with Blender and Substance Painter, then applying baked maps and materials in Unreal.
Learn to enhance scene visuals with a post-process volume, adjust bloom, exposure, color balance, and lens effects, then capture high-resolution screenshots from multiple camera angles.
Organize and review reference images for a Japanese shrine environment using the free PureRef tool, including installation, loading, arranging, and staying on top during Blender work.
Create a shrine roof in Blender using a reference image, extruding and merging vertices to form multiple roof pieces and align geometry.
Create and refine the roof’s top piece by tracing a reference, extruding and shaping vertices, adding edge loops, and applying mirror, bevel, and smooth shading for a polished final look.
Create environment details in Blender by tracing a reference image, extruding outlines, using the knife tool and extrude manifold, then bevels, modifiers, and smooth shading for realism.
Enhance 3d environment art in Blender by detailing with reference images, mirror modifiers, proportional editing, and beveling to produce symmetrical, refined geometry.
Create and refine wall geometry in Blender by joining pieces, using mirror modifiers, applying booleans with the Bool Tool, then beveling and smoothing for a clean design.
Finish the shrine walls by adding edge loops, duplicating and joining faces, and extruding along normals; then apply bevels, solidify thickness, and smooth shading for a polished look.
Model a shrine gate in Blender by selecting and duplicating pieces, applying mirror modifiers, adjusting origins, and refining bevels and hardened normals for a cohesive design.
Model the shrine gate from a reference image using a mirror modifier and extruding. Bevel for clean geometry, then refine with x-ray view, shading, hardened normals, and auto smooth.
Create a shrine box by starting with a cube, adding legs, applying scale, bevels, hardened normals, auto smooth, and using reference images plus mirror, array, and boolean modifiers.
Create a wooden door frame in Blender using a reference image and extrusion techniques. Apply bevels, solidify, and mirror modifiers, and refine shading with hardened normals and auto smooth.
Master advanced blender techniques as you add details to an environment scene, including reference imagery, extrusion, bevels, symmetrize and mirror workflows to craft a polished shrine design.
Create a ground and boundaries in Blender, adjust dimensions, join and duplicate parts, apply bevel, array, and mirror modifiers, then prepare for materials and unwrapping.
Assign materials into ground, gold, roof, and main sets, apply modifiers, duplicate the file, and unwrap each set with smart uv project for clean export to Substance Painter.
Export your blender model as an fbx to substance painter, bake mesh maps at 2048, fix normals with face orientation and weighted normals, and prepare textures for painting.
Create a wood material in substance painter with cg wood maps (color, normal, roughness), add dust with masks and grunge maps, and extend to ground and roof with geometry masks.
Create a new Unreal Engine project, import your shrine model, and apply textures and lighting using lumen, sky atmosphere, skylight, and volumetric clouds for a realistic environment.
Enhance Unreal Engine scenes by adding Megascans trees from a free pack, exporting from 4.27 to Unreal Engine 5, and placing trees with wind and seasons options.
Place trees on a varied landscape using sculpting, erosion, and smoothing tools, then paint foliage with simple wind and global foliage actor to adjust wind and season.
Switch ground textures to tiles from Poly Haven in Substance Painter, adjust height and roughness with triplanar projection, then export to Unreal and test a new lighting mood.
Apply final thoughts to refine the Unreal scene: create new camera angles, adjust focal length for depth of field, capture high-resolution screenshots, and perform basic Photoshop edits including sky replacement.
Create a Japanese street environment by modeling in Blender, texturing with Substance Painter, and lighting and materials in Unreal Engine 5, guided by Pure Ref references and Quixel Megascans assets.
Set up reference images for a Japanese street environment by installing the free PureRef tool, loading course images, and organizing them on screen with always-on-top to aid modeling in Blender.
Block out an environment in Blender by building a ground plane, roads, pavements, and basic buildings from reference images, then organize the work in a blockout collection for future detailing.
Model a residential building in Blender, using boolean operations for door and window cutouts, then refine with extrusions, edge loops, bevels, and proper origin and x-ray alignment.
Create a detailed residential building in Blender by constructing stairs with an array modifier, extruding walls, and adding railings, edge loops, and minor bevels to enhance realism.
Master building detail in Blender by creating doors and windows, using bevels, booleans, arrays, and intersection techniques, then copy these details to multiple doors for a cohesive environment.
Model an electrical meter with cubes, bevel modifiers, and boolean intersections; shape a handle, wires, and switches, adjust depth and thickness, and organize components into a collection.
Model the second building from a reference image in Blender, using edge loops, insets, and extrusions for shutters and windows; duplicate to a new collection and apply array modifiers.
Create store-building variations by duplicating geometry, applying textures, organizing into building collections, and detailing doors, windows, signboards, ledges, wires, bevels, and normals.
Learn to apply modifiers correctly, unwrap UVs, and export to Substance Painter while preserving editability with backups. Convert to mesh, fix unique object data, and delete unused booleans for texturing.
Unwrap a large building in Blender by creating two UV maps and two texture sets, assigning materials, and exporting to Substance Painter for baking.
Export Blender models as FBX with selected meshes, then import into Substance Painter to texture, fix flipped normals, bake mesh maps, and configure texture sets.
Texture a residential building in Substance Painter by applying wall concrete, adding dust, and detailing metal and glass elements. Manage layers, masks, and tiling to control coverage and realism.
Advance environment texturing by applying plastic, metal, and glass materials, using geometry masks and black masks, with mesh and polygon fills, for color, roughness variation, and damage via smart masks.
Duplicate a Substance Painter project to texture two similar buildings with distinct color schemes, then create two Unreal Engine materials, adjusting base colors and metallics for variation.
Texture the second building by creating and reusing smart materials from the first building, bake 4K mesh maps in Substance Painter, and ensure correct normals and UVs.
Apply a new material to building four, unify it across all objects, bake mesh maps, then import to Substance Painter to texture concrete, iron, plastic, dust, and poster decals.
Texture the ground in Unreal Engine, export it from Blender, and import all buildings into a Japanese Street project; set up lighting, atmosphere, Lumen and Nanite, and a cine camera.
Open and organize an Unreal project, import buildings, and texture the ground using Quixel Bridge assets like asphalt and pavement, adjust tiling, decals, and lighting for a richer scene.
Add a post-process volume to boost bloom and exposure in Lumen lighting. Tune camera angles, focal length, and infinite extent to refine looks.
Master beer crate props in Blender by creating four copies with mirror and skin modifiers, bevel edges, and edge loops, then texture them in Substance Painter for use in environments.
Texture beer crates in Substance Painter, bake 4K mesh maps, add dust, rust, roughness variation, and logos with alpha masks. Export textures to Unreal Engine.
Model sign boards in Blender using simple shapes, align them to reference textures from textures folder, apply modifiers, and export for texturing in Substance Painter before importing into Unreal Engine.
Learn to texture signboards in Substance Painter by baking mesh maps, importing normal textures and alpha maps, and applying them with fill and paint layers using black masks for precise face placement.
Create and texture cardboard boxes as props for a scene using Blender, modifiers, UV unwrap, and Substance Painter with cardboard materials, alphas, and duct tape detailing.
Import textures and models into Unreal Engine, organize assets into folders, export textures from Substance Painter, and map base color, normal, ambient occlusion, roughness, and metallic channels in the materials.
Place and arrange props to create a populated scene, grouping crates, bottles, signboards, and boxes, adjusting scale, pivot, and snapping for a realistic street environment.
Model an electric pole in Blender from a blockout using cylinders and planes with modifiers. Add Japanese text and export to Substance Painter for texturing.
Texture the electric pole in Substance Painter, bake mesh maps, and apply a copper red smart material with color variation and adjusted roughness. Export textures to Unreal Engine.
Learn to model believable cables along a pole in Blender by creating paths, applying randomization, refining with subdivisions, converting to meshes, and exporting to Unreal Engine for environmental art.
Integrate megascans assets to add finishing touches to a street environment with decals, signs, and 3d assets, then capture high-resolution screenshots from multiple cameras for a portfolio piece.
Hello everyone and welcome to this bundle which has 4 different complete courses compiled into a single one. With more than 37 hours of content, We will go over creating 4 different environments completely from start to finish.
What you will get:
4 Complete Courses!
108 FHD videos with over 37+ hours of content
All the resources files required to complete the course including the Models, Unreal Projects, Substance Painter Files, Textures, Alphas
SOFTWARES USED - (BLENDER, Substance Painter, Unreal Engine 5):
We will go over the complete pipeline of creating multiple high-quality realistic environments, starting with modelling all the assets in blender, texturing in Substance Painter and finally level design and composition in Unreal Engine 5.
This bundle has 4 different complete courses that are Creating a Kitchen Environment, Creating a Japanese Shrine Environment, Creating a Street Environment and Creating a Moroccan Riad. This bundle will help you improve your 3D Environment Art skills massively as we go through each step together and learn many different techniques.
After finishing the courses, you would easily be able to create the renders shown in the trailer and also create high quality environments of your own.
This course has over 37 hours of content! (All the videos have audio commentary)
We will go over each and every step in this course together and nothing will be skipped. None of the courses have any kind of timelapses so that you can follow every step easily.
We will start by gathering some reference images to gain some initial ideas and the mood for our scene. After this we will move on to Blender and start modelling assets. We will start by modelling the main assets in our scene and after we are done with them, we will also create a bunch of different props to detail our scene even more, the entire process of modelling will be covered in Blender only.
After we have modelled all our main assets, we will export them to Substance Painter to start the texturing process. We will learn to create high quality and realistic materials and the key features of Substance Painter like Smart Masks, generators, smart materials etc.
After this we will import all our models and textures into Unreal Engine and setup the scene over there. The next step would be to setup our lighting and create a mood and atmosphere for our scene. We will make use of the new features of Unreal Engine such as Lumen to get realistic lighting for our scene, next we will set up a post-Processing volume to further enhance the visuals of our scene.
Then we will spend some more time modelling and texturing many small props to further detail the scene even more. We will end all the courses setting up different camera angles and taking high resolution screenshots for our portfolio along with some compositing.
This bundle is for everyone who has a basic understanding of Blender, Substance Painter, Unreal Engine 5 and wants to upgrade their skills
So, I hope to see you there in the course, thank you.