
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.
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.
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.
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.
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 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 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.
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.
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.
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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 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.
Build white flowers using clusters, cutouts, and textures, assign a material in Unreal, and optimize with a merge atlas for ground foliage.
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.
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 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.
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 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.
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.
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.
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.
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.
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.