
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Create the leftover pieces of the metro train interior in Unreal Engine 5, presented as a timelapse.
Create the remaining pieces of a metro train interior in Unreal Engine 5, demonstrated in part 2 with a timelapse.
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.
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.
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.
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.
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.
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.
Unwrap and texture a metro train interior by exporting metal textures, applying Lambert materials, and using automatic UV mapping with tiling for clean seams.
Explore uv unwrapping of metro train interior models in Unreal Engine 5, presented as part 3 timelapse.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Create and refine variation masks in Unreal Engine 5 to drive dirt, roughness, and metallic variations across door materials using masks, switches, and interpolation.
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.
Explore how to create variation masks in a timelapse format for the metro train interior in Unreal Engine 5, part 4.
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.
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.
Create two long branding advertisements for the metro train interior using photoshop, blending royalty-free imagery and original logos while ensuring copyright compliance.
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.
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.
Watch a timelapse of placing our branding inside a metro train interior, created in Unreal Engine 5.
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.
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.
Create the leftover pieces for the metro train interior in Unreal Engine 5, Part 1. Assemble these components to complete the interior design.
Learn how to assemble the remaining pieces of a metro train interior in Unreal Engine 5, part 2, and refine your level design with practical workflows.
Master uv unwrapping our models for the metro train interior project in unreal engine 5, part 3.
Explore how to create variation masks for a metro train interior in Unreal Engine 5, part 4 of the variation masks series.
Develop branding for the metro train interior in Unreal Engine 5, continuing with part 2 of the branding series.
Place our branding inside a metro train interior using Unreal Engine 5, focusing on how branding fits within the cabin space.
Polish the metro train interior in Unreal Engine 5, enhancing visuals, lighting, and materials for a realistic transit cabin.
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*