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Creating a metro train interior in Unreal Engine 5
Rating: 4.9 out of 5(6 ratings)
85 students

Creating a metro train interior in Unreal Engine 5

Learn how a professional environment artist works when creating interior environments for games.
Last updated 8/2021
English
English [Auto],

What you'll learn

  • creating full environments in Unreal Engine 5
  • Using Nanite and Lumen in Unreal Engine 5
  • 3D Modeling in maya, Texturing in substance
  • Level art, lighting, post effects, brand creation and more

Course content

2 sections60 lectures23h 30m total length
  • 01-Going Over Our Reference And Setting Up Maya11:43

    Gather reference images and plan a modular metro interior, then build a block-out in Maya with scalable pieces and accurate centimeter proportions for Unreal Engine 5.

  • 02-Creating Our Blockout Part124:29

    Create a metro train interior blockout using centimeter-based measurements, scaling, and modular workflow. Align door frames, windows, seats with grid snapping, pivots, edge loops, and bridges.

  • 03-Creating Our Blockout Part223:21

    Build a metro train interior blockout in Unreal Engine 5 by placing chairs, adjusting pivots, snapping to grid, and using bezier spline techniques to shape the ceiling and doors.

  • 04-Creating Our Blockout Part323:39

    Create a metro interior blockout in Unreal Engine 5 by placing poles, seating, and doors, shaping splines, adjusting pivots, and snapping to a grid for accurate, repeatable layouts.

  • 05-Creating Our Final Door Part130:06

    Turn raw models into final, game-ready door and interior pieces in Unreal Engine 5 by choosing shader-based textures for realism and building precise, high-quality geometry.

  • 06-Creating Our Final Door Part224:44

    Learn to build a detailed metro train door by shaping components, using cylinders, edges, bridges, and bevels. Apply merge vertices, smoothing, and careful transitions for a clean final piece.

  • 07-Creating Our Final Door Part331:47

    Finish creating the metro train interior door by modeling a two-part door, beveling edges, adding loops, cloning and extruding for texture-ready glass geometry.

  • 08-Creating Our Final Door Part416:08

    Finish the metro train interior door in Unreal Engine 5 by detailing bolts, pivot alignment, and modular geometry, and prepare textures, glass, and seams for a polished look.

  • 09-Creating Our Final Window Part125:42

    Design and refine the metro train window by shaping the base geometry, building the frame and bevel details, and testing transitions with accurate reference imagery.

  • 10-Creating Our Final Window Part223:53

    Develop and refine a layered window frame for the metro train interior in Unreal Engine 5, using extrusions, loops, trims, and symmetry to achieve a precise beveled profile.

  • 11-Creating Our Final Window Part329:54

    Refine the metro train window in Unreal Engine 5 by rebuilding the frame with precise geometry, using splines for corners, and adding a locking mechanism with mirroring.

  • 12-Creating Our Final Window Part433:19

    Create a detailed metro train window with a locking mechanism, using careful geometry, booleans, and mirroring to cut and assemble parts with bolts, then duplicate for game-ready assets.

  • 13-Creating Our Final Seating Part127:54

    Develop the final seating assembly for a metro train interior by modeling bevels, corners, and transitions, refining edges with boolean operations and symmetry, and applying a unique texture.

  • 14-Creating Our Final Seating Part27:50

    Finish the seating by creating a small plate, bolts, and a grid, then convert to a high-poly mesh with bevels. Prepare for lighting and final details in the next chapter.

  • 15-Creating Our Final Advertisement Panel27:44

    Model metal advertisement panels for the metro interior, using cylinders, extrusions, bevels, and booleans; refine geometry with cleanup, then mirror for symmetry and prepare textures.

  • 16-Creating Our Metal Handles Part126:46

    Create metal handles for the metro train interior by modeling a base and top, extruding edges, and using booleans and sweeps, then split into two layers for correct pivots.

  • 17-Creating Our Metal Handles Part217:48

    Learn to model a metro train interior in Unreal Engine 5 by creating modular metal handles, bolts, doors, and panels, with techniques for precise alignment, merging, and detailing.

  • 18-Creating The Left Over Pieces Part1 - Timelapse25:53

    Create the leftover pieces of the metro train interior in Unreal Engine 5, presented as a timelapse.

  • 19-Creating The Left Over Pieces Part2 - Timelapse8:30

    Create the remaining pieces of a metro train interior in Unreal Engine 5, demonstrated in part 2 with a timelapse.

  • 20-Preparing Our Assets For Export7:10

    Prepare and align internal assets for export to Unreal Engine by centering pivots, snapping to the grid, and cleaning geometry, then move to the texturing phase with Substance Designer.

  • 21-Creating Our Floor Material Part121:08

    Create floor and metal materials for a metro train interior using substance designer and painter, focusing on heightmap to base color, normal, and roughness for versatile metal, plastic, and rubber.

  • 22-Creating Our Floor Material Part225:05

    Create and refine a metro train floor material in Unreal Engine 5 by adjusting base color, roughness, and masks in Substance Designer; export masks for dirt, gunship wipes, and fingerprints.

  • 23-Creating Our Metal Material20:53

    Explore creating a versatile Unreal Engine 5 metal material, mastering base color, metallic, and roughness, and layering leaks and fingerprints with presets to switch between metal types.

  • 24-Creating Our Plastic8:11

    Create a basic plastic material in Unreal Engine 5 by controlling the base color, adding subtle color variation, and adjusting roughness with gradient map options.

  • 25-Uv Unwrapping Our Models Part120:29

    Learn to unwrap and pack a metro interior model in Maya using best plane, unfolds, and layout tools to create a single texture atlas while managing seams, history, and transforms.

  • 26-Uv Unwrapping Our Models Part220:45

    Unwrap and texture a metro train interior by exporting metal textures, applying Lambert materials, and using automatic UV mapping with tiling for clean seams.

  • 27-Uv Unwrapping Our Models Part3 - Timelapse19:04

    Explore uv unwrapping of metro train interior models in Unreal Engine 5, presented as part 3 timelapse.

  • 28-Preparing For Export16:32

    Prepare and finalize metro train interior assets for Unreal Engine 5 by creating a unified texture for small add-ons, applying materials, refining UVs, and exporting for import.

  • 29-Setting Up Our Unreal Engine 5 Project21:19

    Set up unreal engine 5 project for a metro interior, create folder structure, import a 3d mesh, configure import settings, and build basic materials for metal and plastic.

  • 30-Exporting All Of Our Assets16:28

    Establish base materials for a reflective metro train scene, implement material parameters and a color switch, export textures and models, and prepare assets for import prior to building the level.

  • 31-Building Our Level Part121:09

    Begin building the metro interior by laying a basic environment with grid snapping, zeroed transforms, and duplicated walls with doors and windows, then align walls and adjust as needed.

  • 32-Building Our Level Part218:14

    Continue building the metro train interior by duplicating advert banners in Maya, masking and cutting meshes, adjusting scales, merging pieces, and exporting for import into Unreal Engine 5.

  • 33-Building Our Level Part37:57

    Build a metro train interior in Unreal Engine 5 by placing chairs and center bars, duplicating layouts, and starting lighting and material passes while organizing assets for a pitch-black exterior.

  • 34-Doing Our First Lighting Pass16:27

    This lecture covers a basic lighting pass for a metro train interior in Unreal Engine 5, using emissive materials, rectangle lights, intensity and color temperature adjustments, and reflection captures.

  • 35-Doing Our Material Pass Part120:15

    Balance materials for the metro train interior in Unreal Engine 5, adjusting exposure and brightness, UVs and tiling, and assign metals, plastics, and rubber to floors, walls, and components.

  • 36-Doing Our Material Pass Part216:39

    Refine scene materials by adjusting floor tiling, normal map strength, and texture scale. Leverage Substance Designer and world space textures with screen space UVs to reduce repetition.

  • 37-Polishing Our Materials Part229:25

    Polish our materials by refining brushed and dull metals, adjusting roughness and tiling, and fixing UVs; export textures from Substance Designer and apply them to metro interior in Unreal Engine 5.

  • 38-Polishing Our Materials Part322:12

    Polish metro interior materials in Unreal Engine 5 by tiling and normal map adjustments, and applying master materials. Improve material selection, reimport workflows, and lighting for realistic metal and plastic.

  • 39-Polishing Our Materials Part429:25

    Polish the metro train interior materials through substance painter texturing, bake maps, and layer metal and plastic finishes with masks and custom roughness for realistic Unreal Engine 5 visuals.

  • 40-Polishing Our Materials Part530:05

    Polish the metro train interior materials by adding dirt layers, dust occlusion, and grid patterns using masks in Substance Painter and Photoshop, then export final textures for Unreal Engine 5.

  • 41-Doing Our Second Lighting Pass26:48

    Perform a second lighting pass on the metro train interior in Unreal Engine 5, tune lighting, field of view and aspect ratio, and refine post-process and glass windows.

  • 42-Creating Our Variation Masks Part123:58

    Learn to create variation masks for a metro train interior, including ambient occlusion, roughness variation, and dust masks, then bake maps and build a smart material in Substance Painter.

  • 43-Creating Our Variation Masks Part225:21

    Create and refine variation masks in Unreal Engine 5 to drive dirt, roughness, and metallic variations across door materials using masks, switches, and interpolation.

  • 44-Creating Our Variation Masks Part319:32

    Create variation masks for the metro train interior in Unreal Engine 5, applying door and back-wall masks with dirt, texture variation, and paint layers.

  • 45-Creating Our Variation Masks Part4 - Timelapse9:23

    Explore how to create variation masks in a timelapse format for the metro train interior in Unreal Engine 5, part 4.

  • 46-Polishing Our Scene A Bit26:45

    Polish your metro interior scene by refining masks, balancing light, adjusting window colors, and applying a final branding pass, with lighting tweaks and material adjustments in Unreal Engine 5.

  • 47-Creating Our Normal Map Decals32:16

    Create normal map decals for a metro train interior by building an atlas, using substance painter for heightmaps and masks, and placing bolts and screws with alpha-driven details.

  • 48-Creating Our Branding Part132:58

    Create two long branding advertisements for the metro train interior using photoshop, blending royalty-free imagery and original logos while ensuring copyright compliance.

  • 49-Creating Our Branding Part2 -Timelapse12:43

    Watch a timelapse branding session for a metro train interior, organizing assets, selecting fonts, applying drop shadows and strokes, integrating a subway map and warning signs for a cohesive design.

  • 50-Creating Our Branding Part326:59

    Create and integrate branding for a metro train interior in Unreal Engine 5 by establishing a branding layer, applying branding textures, configuring translucent plastic materials, and placing top advertisement panels.

  • 51-Placing Our Branding - Timelapse15:23

    Watch a timelapse of placing our branding inside a metro train interior, created in Unreal Engine 5.

  • 52-Adding For And Planning Final Polish7:11

    Apply final polish to the metro train interior in Unreal Engine 5, refining branding, advertising, lighting, volumetric fog, and Dubai poster brightness for better atmosphere.

  • 53-Final Polish - Timelapse20:59

    Perform final polish on a metro train interior by balancing metal and plastic textures, emissive lighting, and decals, then export to Unreal Engine 5 and place signs.

Requirements

  • For this course you will need a basic understanding of Maya3d, Substance Designer/Painter, UE5 and Photoshop

Description

Creating a metro train interior in Unreal Engine 5

Learn how a professional environment artist works when creating interior environments for games. You’ll learn techniques like high poly modeling, using UE5 Nanite, Procedural and unique texturing, level art, Lighting and Post Effects (Using the new Lumen System), creating advertisements, and other stickers.

MAYA, SUBSTANCE, AND UNREAL ENGINE 5

All the modeling will be done in Maya, However, the techniques used are universal and can be replicated in any other 3d modeling package. The materials will be created using Substance Designer and previewed in Marmoset Toolbag 4. The environment will be built in the brand-new Unreal Engine 5 and we will be using the new Nanite and Lumen systems, Adverts will be created in Photoshop and we will be using substance painter for unique textures and mask creation.

In this course, you will learn everything you need to know to create the results that you see in the images and trailers. Next to this, the same techniques can be applied to almost any type of environment.

18+ HOURS!

This course contains over 19 hours and 50 minutes of content – You can follow along with every single step – The course does enclose a few small-time lapses, this is just to speed up very repetitive tasks, the rest is done in real-time. However, due to popular requests, we have also included the un-time lapsed footage without audio.

We will start by going over our reference, then we will dive right in and start by creating a blockout (to make sure all our pieces fit together), and then we will be turning this blockout into high poly models. Thanks to the new nanite system we do not have to create low poly models.
After this, we will go over how to create simple but flexible procedural materials and unique textures. We will UV-Unwrap all our models and export them to UE5 in which we will set them up, create our shaders and build our level.
We will then move on to creating our advertisements and stickers in photoshop and apply them to our level.
Finally, we will do the final lighting and post-effect pass on our scene and we will show you how to properly polish the scene to final.

SKILL LEVEL

This game art tutorial is perfect for students who have some familiarity with a 3d Modeling tool like Maya, Substance Designer/Painter, photoshop, and Unreal Engine – Everything in this tutorial will be explained in detail. However, if you have never touched any modeling or texturing tools before we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on YouTube or paid on this very website)

TOOLS USED

  • Maya 2022

  • Substance 3D Designer and Substance 3D Painter

  • Photoshop

  • Unreal Engine 5

  • Marmoset Toolbag 4 (optional)

YOUR INSTRUCTOR

Emiel Sleegers is a senior environment artist currently working in the AAA Game Industry. He’s worked on games like The Division 2 + DLC at Ubisoft, Forza Horizon 3 at Playground Games, and as a Freelancer on multiple projects as an Environment Artist and Material Artist.

CHAPTER SORTING

There’s a total of 53 videos split into easy-to-digest chapters.
All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.

*All videos come in 1080p with clean audio. please see the trailer for a general idea of the audio and video quality*

Who this course is for:

  • This course is perfect for beginner to intermediate artists.