
Begin with a beginner-friendly speedtree overview, start from a blank template, and learn to assemble a tree using trunk and branch geometry, adjustable parameters, and curves.
Construct the Aspen tree structure in SpeedTree for Unreal, building the trunk, first branch level, and material. Apply Megascans Aspen bark textures and ensure welded transitions.
Create an Aspen branch system in SpeedTree from a bark-based trunk, adjusting phyllotaxy, spine and skin, and applying planner forces for a believable, textured forest environment.
Finish the Aspen branch, create a darker bark variant, and fine-tune textures and material blending between branch levels, using displacement, decorations, and edit mode, ahead of atlas and 3d modeling.
Generate 2D textures from the aspen branch and adjust level-two branch radius to 0.75 for thicker geometry. Export square textures in SpeedTree and prototype a cut-out mesh for forest detail.
In this session, learn to create a second tree branch in Speedtree, generate textures and an atlas by randomizing variations, focusing on the desired branch, and saving named branches.
Create a texture atlas to combine multiple elements into a single texture, improving game engine performance; import, name, and assign textures, duplicate materials, and align the atlas plane.
Explore creating an aspen tree base cutout for Unreal forest scenes, using a plane-based branch built from vertices, preserving UVs, and applying base color and opacity textures.
Create a detailed cross-branch for an aspen tree in Unreal, using vertex snapping, symmetry, and LODs to add volume, variation, and natural cross-branch placement, then export.
Explore creating and texturing a first Aspen branch in unreal, importing atlas textures, building a multi-material setup, and configuring lods for a believable forest scene.
Create the second Aspen branch using the same method as the first, generate loads with crusts, adjust vertices for bending, and export as an object to merge with the trunk.
Improve an aspen forest scene by tuning bark radius, branch levels, and curves, control turbulence and distribution, and adjust textures and ambient occlusion for realism.
Apply lamp geometry on the trunk to create lumps, adjust generation modes, size, offset, inner material, saturation, curvature and noise, then fine tune placement for natural placement.
Add small branches by creating twigs on the trunk, set the generator to phyllotaxy, adjust segments, boundaries, UVs, and displacement for a realistic Aspen tree.
Discover how to add tessellated displacement to aspen tree bark by linking displacement textures, using UVs, and tweaking brightness, radial values, segments, and accuracy for realistic results.
Set up an Unreal Engine 5 project using version 5.0.3 and create a blank project with frame rate display, then begin the bark shader.
Learn how to export a nanite-ready forest asset by separating bark and leaves, selecting streamline wind settings, and configuring textures and LODs for game use.
Export foliage from speedtree with atlas control, forcing texture exports and keeping the atlas untouched, then adjust billboard settings and four or eight faces before re-importing to UE5.
Remove noisy alpha in speedtree exports to improve branch visibility. Edit the texture packing to strip blending, opacity, and dithering, then re-export textures for UE4/UE5 and Unity.
Import an aspen scene in UE5 by organizing assets in the content browser, adjusting alpha and textures, and configuring normal maps. Explore material basics, including instances and functions.
Learn shader basics in Unreal Engine 5 by building a master material and instances, converting colors, normal maps, and textures to parameters, and controlling metallic and roughness across multiple actors.
Import default placeholder textures into UE5, create a shared folder, and configure combined textures for cavity, roughness, and displacement with masks. Uncheck sRGB for grayscale channels.
Master tiling in Unreal by creating a bark material using texture coordinates, vector parameters, and a static switch to toggle uniform and non-uniform tiling with albedo and normal textures.
Create an albedo controls material function in Unreal to adjust saturation, brightness, contrast, and albedo tint, wiring inputs and testing in a master material.
Learn to build a specular fresnel system in Unreal, control roughness via the blue channel with an invert, and enable emissive and albedo blending for bark textures.
Create MF normal intensity to control the normal map, split the vector into RGB channels, assemble a float3, and drive normals in the master material.
Create a grayscale controls function to adjust ambient occlusion across terrain textures, using a grayscale texture with static switches and inputs (low, mid, high), and convert textures to instance parameters.
Sort instances in Unreal forest environment by converting textures to parameters, organizing groups, and exposing albedo, normal, roughness, and tiling controls for dynamic tuning.
Learn how to implement billboards in Unreal using crossfade billboard, enabling camera-following faces, alpha-based opacity masks, static switch to enable billboards, and custom UVs for efficient forest rendering.
Create and assign bark textures by extracting roughness, displacement, and ambient occlusion from color maps in Photoshop, then configure Unreal textures (albedo, normal map, AO) and test with brightness variations.
Create a realistic forest shader using subsurface foliage, albedo control, roughness, and billboard support. Use a static switch for subsurface textures and keep comments for clarity.
Drag bark and leaves from the vegetation folder into the scene, compare alpha and two-sided logic, and assess how normals affect a natural look.
Create the pine trunk by building a tubular structure, adjust radius and segments, apply controlled displacement for flare, and craft a rounded base to prevent floating on slopes.
Unreal complete scene: forest environment covers creating branches with generation curves, gravity, welding, and radius controls to shape a trunk and upper limbs, then apply bark textures for realism.
Explore creating pine bark textures in Unreal using Quixel Bridge, building a bark material with albedo, normal, roughness, and specular maps while tuning tiling, scale, and twist for realistic bark.
Create a pine-like branch structure by building a trunk tube, duplicating it into levels, and adjusting spin, lens, radius, and welding for later needles.
Adjust the branch skin and radius, refine the blue curve, reduce branches per side to four and four, then use edit mode to delete excess, save, and generate needles.
Create pine needles on Unreal geometry branches with level-based tubes, tuning frequency, count, speed, boundaries, skin radius, curves, and welding for a realistic forest look.
Texture the forest branches by copying bark textures from the structure, pasting onto the main branch, adjusting uvs with fractional mapping to 0.22, and preparing needles with a Photoshop gradient.
Create gradient needles textures for forest scenes using Photoshop gradient tool or Substance Designer gradient map, compare two methods, adjust colors from brown to green, and export textures.
Create and apply a green needles material in SpeedTree, using a Photoshop gradient, adjust UVs and subsurface values, then save and apply multiple gradient variations for realistic forest branches.
Apply forces and planar constraints to adjust branch alignment, reset rotations, remove overlapping parts, and selectively hide elements to create clean, non-overlapping forest branches.
Adjust the start angle to shape branch needles, then duplicate curves across levels and apply brighter color variations. Tweak material properties, brightness, and radius to improve detail.
Add detailed branches to the forest scene by configuring displacement, UV scales, noise, and flare to create realistic segments across branch levels, while managing geometry and poly counts for performance.
Generate a pine branch texture in Unreal, export 4K materials, test with a cutout mesh on a plane, then build branch levels with tube geometry to preserve silhouette.
Back up the branch setup, then adjust boundaries and textures to improve visibility. Edit branches in place, remove overlaps, and preview results before integrating dried and green variations.
Create a mixed green and brown pine branch by adjusting materials, saturation, and color, using copy operations and randomization to generate a natural dried branch with varied needles.
Learn to generate and save branch textures, adjust color and geometry with relief, fold, curl, and gravity, and plan atlas usage to balance quality and resolution in a forest scene.
Create two atlas variations for green and dried branches in SpeedTree, then randomize, adjust levels, ancestors, and angles to craft distinct, high-resolution textures, saving and generating textures.
Learn to select branches, bake textures for main and tiny parts, name them (s1, s2, s3; t1, t2, t3), adjust colors for green and dry parts, and export an atlas.
Create an Unreal forest atlas by building a pine atlas project, importing components, adjusting branch subsurface and opacity masks, arranging branches in an atlas layout, and exporting a 4k texture.
Create the dried version of the green atlas by swapping textures, importing brown branch textures. Adjust cutouts and mesh for complete coverage, then save the atlas for a forest environment.
Discover atlas cutouts for forest scenes by building green and dry atlas branches in SpeedTree, optimizing polycount, and evaluating real-time versus hybrid creation for game-ready trees.
Place anchor points on branches to guide where details grow, adjust orientation with the anchor line, and fine-tune distribution using the knockout function for a natural forest scene.
Refine a forest top tree by removing the top, duplicating and inverting structures, and adjusting density with control points and knockout to achieve a realistic look.
Adjust density with a distribution green curve to create a natural forest look. Set knockout to zero and test frequency at 3.5–3.8 to reach five to six thousand trees.
Add small details to branches using anchor points, duplicate parts, and adjust size for extra volume; then enhance bark with dry branches for a pine look, and save.
Build a pine tree in Unreal complete scene forest environment by attaching branches to the trunk, tuning generation parameters, curves, gravity, and multiple levels for natural branching.
Apply tessellation to the pine tree by adding segments, refining the trunk and skin, and adjusting displacement textures from Megascans, then fix UVs for export to Unreal.
Export a forest scene from SpeedTree to UE5 using a hybrid workflow, separating trunk structure from foliage, adjusting ambient occlusion, and configuring LODs and billboards for efficient rendering.
Import and organize forest textures in UE5, fix redirectors, and clean mats. Set albedo and normal maps, convert bark to nanite, and adjust subsurface and billboard options for pine foliage.
Explore creating variations for Aspen and pine trees using a variation system. Adjust length, trunk radius, and branch placement, then generate saplings and manage naming and randomization.
Learn to create pine tree variations in Unreal Engine 5, adjusting length, radius, branch count, and density with procedural foliage volumes for varied forest environments.
Copy and paste segments across pine and aspen trees to vary trunks, branches, and displacement; adjust counts, radii, and randomize twigs. Export everything and import into UE5 for in-engine preview.
Export aspens variations from Speedtree, combine into a single atlas, and rename bark assets; then import into Unreal and assign bark and leaf materials for accurate forest vegetation.
Learn to export pine bark and leaves variations from SpeedTree, import into Unreal, and set up billboard textures with color and normal maps across A, B, and C variations.
Create a tiny aspen sapling from a cutout atlas mesh, adjusting trunk size and anchor points. Bend branches with folding to place leaves realistically.
Create an aspen sapling in Unreal complete scene forest environment by configuring levels, spine and polygon skin, gravity, and growth curves. Build atlas-based leaves with anchor points for natural variation.
Create a pine sapling by preserving the trunk, adding needles, and building branches with phyllotaxy, gravity, and spine geometry. Tune skin, light, turbulence, and prune curves for realism.
Learn to shape a pine sapling with needles by adjusting tube geometry, switching to spine skin, zeroing gravity and boundaries, then refine curve and segments before exporting to unreal.
Export and import saplings to UE5, optimize with lods and simplified branches, configure bark and leaves materials, create billboards, and enable nanite for a performant forest environment.
Upgrade your Unreal Engine project to UE5.1 safely by backing up, switching engine versions, and cleaning textures while preserving project content.
Blend near and far textures in Unreal landscapes using distance blending. Leverage pixel depth to optimize transitions and map color, normal, roughness, and ambient occlusion.
This lecture builds a layers function for the Unreal forest environment, wiring textures and inputs for albedo, normal, roughness, ambient occlusion, and specular with distance blend.
Implement the Layer01 function to create the first landscape layer, enable painting directly on terrain, and set up layer inputs and a landscape layer blend for multiple texture layers.
Create and manage multiple landscape layers by duplicating layer one, assigning albedo, normal, and specular textures, and configuring parameters with a material parameter collection for distance blending.
Use a five-loop slope logic to drive set material attributes from base color, specular, roughness, normal, and ambient occlusion via an alpha parameter, duplicating rock layers for biome variations.
Learn to create a grass texture for a forest terrain in Quixel Mixer, tuning tiling, roughness, normals, and masks, then export to Unreal landscape with grayscale displacement.
Create a base forest ground and variations with grass, petals, and rocks; blend with masks and noise, add parallax and displacement, then export textures to Unreal for forest landscape shader.
Learn to implement height based paint layers by duplicating and wiring displacement textures across landscape layers, using a static switch and an eight blend to drive near and far displacement.
Fix the gray terrain in Unreal by correcting the displacement texture channels. Duplicate the component mask and feed only the red channel to the displacement, ensuring proper mapping.
Learn to implement parallax occlusion mapping (POM) in Unreal, by building a material function, configuring displacement textures, UV inputs, and parallax parameters, and enabling near-field optimization for landscape textures.
Learn to implement parallax occlusion mapping for rock textures in Unreal by toggling between displacement and audio textures with a 'POM - use displacement texture' switch and proper channel masking.
Apply rock texture techniques in Unreal to reduce tiling by adjusting UVs. Adjust displacement and curvature masks, then import albedo, normal, and AO textures into the landscape.
Create ground foliage with grass clusters in SpeedTree, import into Unreal, and update the landscape shader for automatic foliage distribution.
Implement automatic foliage on Unreal landscapes by configuring a landscape grass output and layer logic to isolate slopes and control grass density via thresholds.
Create a realistic fern for a forest environment by using pre-made textures, constructing leaves and stems in SpeedTree, refining opacity and lods, and exporting to Unreal.
Design pink flowers for a forest environment by creating clustered flora in SpeedTree, texturing with Megascans, color adjustments in Photoshop, and integrating with Unreal materials and foliage.
Create yellow flowers for a forest scene by using an opacity mask and albedo/normal textures, assembling stems and flowers into an atlas, and exporting to unreal for wind-enabled foliage.
Learn to create reed vegetation for a forest environment by replacing grass with reeds in SpeedTree, adjusting textures, translucency, gravity, and tessellation, and exporting to Unreal for final material setup.
Build white flowers using clusters, cutouts, and textures, assign a material in Unreal, and optimize with a merge atlas for ground foliage.
Create a dry plant using the atlas texture and cutouts, export to Unreal, adjust subsurface color and normal map, and test foliage in the forest scene with the landscape shader.
Update the forest landscape shader with a vegetation mask to drive masked automatic foliage across terrain layers, using mask size, layer samples, and split components to control spawn.
Set up a forest scene in Unreal by creating a new level, adding lighting, terrain, foliage, a paint mask, and path textures, then enable volumetric fog for realism.
Create a forest landscape in Unreal by building masked perlin noise textures, exporting albedo and alpha channels in 4k, and painting the terrain with alpha brushes and layer masks.
Create a path texture in Quixel mixer using a black and white background, a square pattern mask, and blur for natural edges, then export for Unreal placement.
Create a forest path in Unreal by building a path module, implementing vertex painting with multiple vertex layers, and blending textures through a master material.
Discover how UE5 terrain resampling resizes terrain, not only changing resolution, and learn to scale to 1k–2k to avoid gaps and crashes.
Build a forest path in Unreal using the landscape spline to draw points, assign a spline mesh, adjust width and end falloff, then paint and blend with terrain.
Use the landmass plugin and blueprint brush to sculpt non-destructive relief on terrain, adjusting height, blur, displacement, and blend modes for quick, reusable mountains.
Build a forest environment by creating an Unreal tree blueprint, assigning trunk, bark, and leaves, exposing variables, and ensuring shader model six for nanite.
Explore how to set up a procedural foliage volume for aspen trees in Unreal, including spawner creation, density controls, clustering, collision, and resimulate to achieve natural placement.
Learn to create procedural pines and saplings with the foliage spawner, adjust seeds and density, apply exclusion layers, and resimulate to reduce overlaps in a forest scene.
Learn to add volumetric fog in a forest scene by enabling volumetric fog, setting scattering distribution to 0.6, and scattering intensity to five, then adjust density, height, and extension scale.
Create a path texture in Quixel mixer using rocky ground, adjust albedo and blend radius, export, import into Unreal, apply displacement and normal maps, and craft a wet version.
Improve forest foliage by adjusting Aspen and pine saplings, scales, and collision radius, and tune exposure for better lighting. Proceed with Gaia integration, megascans shader use, rocks, and foliage optimization.
Create a distance terrain as a static mesh with a normal map and mask in unreal, using Gaia's node-based erosion and slope controls, and export outputs.
Convert terrain to a low-poly mesh by rescaling, selecting the mountain top, using an optimizer to reduce vertices to 15k–20k, unify normals, and auto smooth before exporting to Unreal.
adjust the mask and normal map, convert textures to eight-bit and save as tga exported from Gaia, then import into unreal engine 5 and organize into distance mounts.
Create a master material for distant forest scenes by layering rock and grass textures, wiring masks and normal maps, and configuring parameters to control albedo, normals, and displacement in Unreal.
Create a custom shadow for Megascans assets in Unreal, compare Quixel Bridge vs standalone, import textures, and build a Megascans set with cavity, albedo, normal, specular, roughness, and fuzzy shading.
Create a cover system in Unreal using Megascans assets, function inputs, and layered materials, blending with distance logic and alpha controls to achieve responsive forest cover.
Organize scene by creating outliner folders, sculpt terrain relief, and paint textures across layers. Generate vegetation, wind, trees, hdr lighting, post-process, and blend landscape with meshes while adding vfx.
Organize the Unreal forest scene by sorting folders (functions, master, text, lighting, landscape, foliage) and removing unused assets, then set up skylight, sky atmosphere, exponential fog, and directional light.
Add terrain relief and fix a landscape crash by saving, deleting editor user settings, and restarting the project to resolve a corrupt alpha texture and reload the map.
Apply relief to forest terrain by duplicating relief layers, using additive and max blend modes, adjusting displacement, falloff, and blur, and painting with layers to enhance realism.
Apply layered landscape painting in Unreal to create varied vegetation and paths by painting across layers, adjusting textures, color channels, and brush scale for natural terrain.
Configure landscape grass types by adjusting layer setups, density, and scale, apply masks to create varied patches of flowers and foliage, and expand patches for better coverage.
Rework and optimize forest ground foliage in Photoshop and SpeedTree pipelines, exporting refined atlas textures, re-importing into Unreal, and creating density-driven patches and zones for realistic plant distribution.
Adjust ground foliage color by tweaking brightness and subsurface values for grass and flowers to balance the scene. Prepare for shadows in the next pass as you optimize the path.
Explain how real-time shadows cost the most resources and optimize ground foliage by disabling dynamic shadows in favor of contact shadows, using stat gpu to profile and adjust shadow depth.
Set up ground foliage LODs in Unreal, generate and adjust LODs for grass using the small prop group, and apply distance-based LOD transitions to optimize vegetation.
Generate pines, then refine placement by adjusting align max angle, ground slope, and offsets, re-simulating for better terrain, and apply the same steps to aspens and saplings.
Set the skylight to movable to enable dynamic lighting, then create and import an HDR sky, adjust post-process exposure and ambient cubemap, and fix flickering with two-sided shadows.
Learn to configure runtime virtual texture (RVT) in Unreal, store base color, specular, roughness, and normal, and enable volume blending with cover and static switch.
Dress the background with distant mountains using provided assets and textures, then generate a procedural foliage volume to place billboards and create cohesive forest scenery in Unreal.
Improve the forest path by refining its edges, fixing texture stretch with spline adjustments and vertex painting, then decorate with decals and foliage along the path for natural variation.
Create a forest scene in Unreal by painting rocks and ruins with foliage tools and procedural volumes, adjust Z offset, then dress slopes using Megascans ruins and displacement.
Improve the forest scene by refining vegetation, increasing brush height, adjusting tree collision radii, and removing contact shadows, with plans for local fog and scalability presets.
Create a local volumetric fog in Unreal by building a volume master material, adjusting opacity and color, and animating with a world position mask for a movable fog effect.
Learn to create an Unreal blueprint for forest scenes, including a blueprint class and actor, custom events, and presets to control foliage load and fog via console commands.
Improve grass realism by tweaking normals, gravity, curl, fold, and last boundary, adjust blade and trunk tube geometry, then re-export and re-import with updated textures.
Add stumps to the forest scene by duplicating rocks as psv stems, configuring stamps and distribution, adjusting seeds and collision, then simulate and paint for a natural look.
During this course I will show you how to create a scene inspired by The Witcher 3: Wild Hunt.
The goal of this course is to show you, step by step, how to create an inspired environment from scratch.
From the creation of the vegetation with Speedtree 9 to the final composition on UE5.1. We will see the creation of textures with Quixel Mixer, terrain to dress the background of our scene with Gaea (optional) and we will create all the necessary shaders to get the maximum quality. And we will finish with the 4k renders with the Movie Render Queue. More details below.
What I will learn?
In Speedtree 9:
Create serval Next-gen trees with hybrid logic (structure with Nanite and foliage with common LODs/Imposter)
Create 3d branches to use as textures
Create an atlas to combine several parts in a single texture
Create ground foliage models optimized for realtime rendering.
In UE5:
Complex shaders for trunk, foliage, terrain & Megascans assets.
Advanced terrain shader with distance blend texture, Parallax Occlusion Mapping, RVT, automatic logic and spawn foliage with mask.
Complete composition (Procedural Placement, lighting, vfx...)
Create renders with the Movie Render Queue
In Quixel Mixer:
Create multiple advanced textures with and without animated puddles in UE5
Export with the correct packed textures
In Gaea:
Create some terrains used to dress the background of our scene
Export masks to use them for texturing in UE5
In Photoshop:
Replace colors of some textures
Enhance the quality
Combine masks
Which chapters are available?
Aspen Trees (Complete Creation) - (7h26)
Bark & Foliage advanced Shader - (2h35)
Pine Trees (Complete Creation) - (6h55)
Variations & Saplings for Aspen & Pine - (3h)
Complex Landscape Shader & Quixel Mixer Textures (UE5.1) - (4h47)
Ground Foliage (Speedtree 9) - (7h25)
Scene Creation (Part 1) - (2h52)
Distant Terrain + Shader (Gaea / UE5.1) - (1h10)
Megascans Advanced Shader (UE5.1) - (1h05)
Scene Creation (Part 2) (UE5.1) - (7h27)
Decals Shader (UE5.1) - (51m)
Adding Wind on Foliage (Speedtree 9 / UE5.1) - (1h24)
Simple Particles (Ambient Dust / Moving Pollen...) (UE5.1) - (40m)
Scene Creation (Part 3) (UE5.1) - (1h10)
Rendering with Movie Render Queue (UE5.1) - (1h)
What I will get? (updated weekly)
~51 hours of step-by-step video tutorial
Separate downloadable chapters (.zip)
1080/30fps resolution
Software Used:
Speedtree 9.1.2 or above
Unreal Engine 5.1
3d Modeler (Blender, 3ds Max, Maya...)
Photo/Image Editing Software (Photoshop, Gimp...)
Quixel Mixer 2022
Gaea 1.3.2 (optionnal)
Level:
Anyone who wants to learn, improve or fix their skills in environment creation.
Prerequisite:
Owning a computer with Windows 10 (64Bits) / Not tested on Windows 11
Winrar or 7zip to decompress files
The basics on Unreal Engine
Important note :
This course was created in version 5.1 and it is STRONGLY RECOMMENDED to use THE SAME version! If you choose to use another version, be aware that you may encounter possible errors not covered in this course.
About copyrights:
All you can find in the resources of the course are for personal usage only. You cannot share or sell it.