
Create a beach tree base from a megascan trunk or your own mesh, then build branches with Speedtree's procedural tools. Use Speedtree 9.3.0 and align with forest course for beginners.
Explore Speedtree basics to build trees for Unreal scenes, including trunk and leaf options, generation nodes, forces, skin, UVs, wind, collisions, and lighting presets.
Increase mesh density on the bare branch by adjusting displacement, noise, segments, and welding; control length, UVs, and texture levels for detailed realism in the old west environment.
Add detail to the bare 3D branch with a lump decoration, adjusting offset, size, and spread for a natural look, then copy across levels and bake.
Duplicate the mat branch to create small branches, then tune generation settings, green curve, gravity, and skin for a realistic Old West tree.
Prune anchor points and simplify branches in the old west scene. Use knockout to control the leaves and set the third parent to manage the extreme parts, lowering polycount.
Optimize the tree by lowering branch polycount through adjusting yellow, blue, and green curves and absolute/relative values. Test in the engine to ensure the result is clean and visible.
Explore shader basics in Unreal Engine 5 by creating color, metallic, roughness, and normal map parameters via master materials and instances, enabling real-time per-instance adjustments.
Use named reroute nodes to organize tiling and texture data, route albedo, normal, and ambient occlusion textures to UVs, and set up albedo controls for saturation, brightness, contrast, and tint.
Develop a normal intensity function in unreal materials by splitting the normal map channels and multiplying the R and G channels to adjust intensity, then recombine.
Convert textures to parameters for albedo, normal, and audio, then group them with subsurface and bark categories, using static switches to control visibility and maintain consistent naming and order.
Replace the scanned trunk to create a unique beech variation, blend textures, bake the scan texture, and diversify tree assets using Mega Scan IDs in Unreal - Old West environment.
Bake a scan texture into a texture for SpeedTree actors, refining with blend range 0.1, adjusting scan normal to one, and boosting contrast for clearer baked textures.
Explore the first beech variation by fixing issues through texture and material adjustments, covering two-sided foliage, atlas textures, billboards, and baking stitch data for Unreal Engine realism.
Adjust branch geometry and curve controls to refine the first beech sapling: modify blue and green curves, points, spine length, and gravity for a more conic branching.
Set the beech sapling’s branch and leaf sizes with a default size of 3 for uniform branches, then copy the green curve across branches and adjust top and bottom sizes.
Improve the small paths by editing the branch mesh: choose and extend a better branch, straighten points, cut segments, and assign the branch to slots, increasing polycount and breaking flatness.
Import grass textures from Quixel Bridge standalone into Unreal and create a grass material, mapping albedo to color, opacity, normal, roughness to specular, and translucency for subsurface, with two-sided rendering.
Rename the map and meshes, set LODs, reload textures, unify normals if needed, export and re-import, then adjust size, gravity, and curve presets to finalize tall plant patch in Unreal.
Right-click the tree node to add a leaf, adjust orientation and scale, align the mesh on the y axis, and add an anchor point for the leaf placement.
Master atlas creation by organizing leaf actors, adjusting material order, and setting boundary to zero and orientation scale to one; duplicate and label grass and plane meshes with correct materials.
Master tall plant mesh rework by unwrapping UVs, applying materials, and adjusting vertices in the UV editor, while using editable mesh for non-destructive tweaks and testing exports in SP3.
Export selected objects from SpeedTree as obj (tp3), reimport and reassign the ground foliage atlas texture in the material, adjust normals, and preview the final look in Unreal.
Export assets to unreal engine 5, combine models into an atlas, fix mesh and texture issues, and reimport static meshes with proper normal map and base color settings.
Create base lupin meshes by shaping a plane into cross sections at each lupin spot, separate into lupin 1, 2, and 3, and set the pivot to the world center.
Create and optimize three bush varieties for the old west environment, import a scans library atlas, and build an Unreal material with opacity, normal, gloss, and subsurface settings.
Export and test the bush in Unreal Engine 5, adjust loads, LOD, and leaf decay presets, import textures and foliage in Enviro Vegetation, and preview wind and lining setup.
Add a second branch level by renaming nodes and enabling phyllotaxy to guide leaf growth. Fine-tune gravity, pruning, and shape control for a realistic old west environment.
Build the bush base by shaping a trunk tube with spine and skin, adjust length, radius, and start angle, then refine the blue curve and gravity to prevent floating parts.
Optimize a base cutout in 3ds Max by aligning pivot points, adjusting vertices, preserving UVs with editable mesh, and exporting to Speedtree for the old west scene.
Export and center meshes at 0 on X and Y, import SB1 and SB2 in SpeedTree, set Y up, create slots, assign SP1 and SP2, and duplicate SB1 as SB2.
Import albedo, normal map, and translucency textures for the blackberry bush mesh, adjust the vertex amount to create bend, and set up anchor points to attach branches and aloe leaves.
Adjust the tree skin and spine parameters, including radius, length, and start angle, and tune the green and blue curves, gravity, and distribution to shape branches.
Add bare branches to a blackberry bush in Unreal by adjusting trunk tube geometry, disabling gravity, and setting fold and curve values, then skin and distribute the small branches.
Set high-quality collision for blackberry bush leaves, ignore the parent, remove descendants, and adjust pivot and collision thresholds to tighten leaf interactions while deferring gloss and texture tweaks to Unreal.
Create blackberry bush leaf cutouts for unreal environments by adding edges and vertices to define bending, adjust pivot points, and set low, mid, and high lods with branch anchor points.
Add leaves to a blackberry bush in Unreal by placing anchor points, assigning atlas materials, and naming leaves; then adjust size, orientation, and collision for optimized performance.
In unreal, create a mats folder under the bush boot folder, relocate mats to actors, create a text subfolder for textures, and fix up directories to refresh asset locations.
Learn to create a tiling function in Unreal Engine materials using texture coordinate divide for near and far layers, with per-layer tiling via function input.
Learn to implement distance variation in Unreal terrain by using a material function to blend normal and color masks via landscape UVs, lerp, and static switches.
Update the Unreal Engine project from 5.1 to 5.2, fix normal intensity in the master and instance, and begin creating the landscape textures in Quixel Mixer.
Use Megascan IDs to build a five layer main ground texture with a railroad layer, then adjust displacement, high/low frequency, and threshold for realism in Unreal.
Import textures in unreal engine 5, create a texture folder, set grayscale displacement texture with grayscale compression and non-srgb, test on a landscape tile, and adjust distance blend and displacement.
Build the railroad texture using Megascans IDs, adjust low frequency and threshold, apply a curvature mask, and add decals such as mud stains to preview in Unreal.
Create a new unreal level and place movable directional light, skylight, post-process volume, and sky atmosphere. Center the world, set exposure to 0.5, and save versions like v1 and v2.
Engage landscape mode with edge layers to separate painting, mountains, and edits; delete a single layer if needed, then raise resolution for a smooth path and railroad.
Enable the landmass plugin, sculpt mountains with a custom landmass brush, then adjust falloff, blur, curl noise, and displacement; merge with additive blend and duplicate for added relief.
Enable the PCGS plugin in the editor, select the first process option, and restart to apply the change without long shader recompiles, then prepare to explore geometry script features.
Set the spline sample spacing from 500 to 100, apply bounds and bounce modifiers, then use self-pruning (large-to-small with radius 0.5) to prevent overlapping trees and saplings.
Set the sun position in Unreal to illuminate an old west environment, using exponential fog, volumetric fog, and directional light adjustments to achieve realistic lighting and atmosphere.
Set up a master material for water waves in Unreal, using translucent rendering, surface translucency, and spline compatibility; wire texture, wave size, and speed parameters for a river scene.
Create a water color function, define surface and deep water colors, and drive depth-based transitions using actor position, world position, camera position, and pixel depth to blend colors.
Build water opacity by masking intersecting objects with a custom depth and camera-relative position, then apply a depth fade and edge fade to control opacity.
Create water parameters in the material by wiring distance logic and normal inputs, mapping metallic, specular, and roughness to color channels, and controlling opacity, edge fade, waves, and group parameters.
Explore shader concepts for the Unreal complete scene—Old West environment, including landscape, vegetation, and megascans shaders, and learn how separate shader courses are bundled into the main course.
Learn to build a megascan set function in Unreal, converting textures to parameters and enabling albedo controls, specular, Fresnel, roughness, normals, ambient occlusion, and fuzziness.
Learn to streamline Unreal textures setup with bulk edit via property matrix, disable sRGB, enable virtual texture streaming, and sharpen albedo and normal maps for the Old West scene.
Learn to implement a basic runtime virtual texture workflow in Unreal by baking layer information into a texture using a small test shader, runtime texture outputs, and RVT assets.
During this course I will show you, step by step, how to create a western environment from scratch.
From the creation of the vegetation with Speedtree 9.4 to the final composition on UE5. 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 shaders needed to get the maximum quality. We will finish with the 4k renders with the Movie Render Queue. Bulldings and props come from Old West Learning project. More details below.
What I will learn?
In Speedtree 9.4:
Create serval Next-gen leaffy 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 and water.
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
What I will get?
~49 hours of step-by-step video tutorial
Separate downloadable chapters (.zip)
1080/30fps resolution
Software Used:
Speedtree 9.3 and 9.4 after the chapter 4
Unreal Engine 5.1 (5.2 switch in chapter 5.5)
Photo/Image Editing Software (Photoshop, Gimp...)
Quixel Mixer 2022
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
Even if it is not required, it is preferable to have followed the Ultimate Forest Environment Course
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 this course are for personal usage only. You cannot share it, sell it or make it available for free on any platform.