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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

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
  • 04-Creating Our Blockout Part323:39
  • 05-Creating Our Final Door Part130:06
  • 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
  • 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
  • 10-Creating Our Final Window Part223:53
  • 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
  • 13-Creating Our Final Seating Part127:54
  • 14-Creating Our Final Seating Part27:50
  • 15-Creating Our Final Advertisement Panel27:44
  • 16-Creating Our Metal Handles Part126:46
  • 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
  • 20-Preparing Our Assets For Export7:10
  • 21-Creating Our Floor Material Part121:08
  • 22-Creating Our Floor Material Part225:05
  • 23-Creating Our Metal Material20:53
  • 24-Creating Our Plastic8:11
  • 25-Uv Unwrapping Our Models Part120:29
  • 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
  • 28-Preparing For Export16:32
  • 29-Setting Up Our Unreal Engine 5 Project21:19
  • 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
  • 32-Building Our Level Part218:14
  • 33-Building Our Level Part37:57
  • 34-Doing Our First Lighting Pass16:27
  • 35-Doing Our Material Pass Part120:15
  • 36-Doing Our Material Pass Part216:39
  • 37-Polishing Our Materials Part229:25
  • 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
  • 40-Polishing Our Materials Part530:05
  • 41-Doing Our Second Lighting Pass26:48
  • 42-Creating Our Variation Masks Part123:58
  • 43-Creating Our Variation Masks Part225:21
  • 44-Creating Our Variation Masks Part319:32
  • 45-Creating Our Variation Masks Part4 - Timelapse9:23
  • 46-Polishing Our Scene A Bit26:45
  • 47-Creating Our Normal Map Decals32:16
  • 48-Creating Our Branding Part132:58
  • 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
  • 51-Placing Our Branding - Timelapse15:23
  • 52-Adding For And Planning Final Polish7:11
  • 53-Final Polish - Timelapse20:59

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.