Udemy
    •  
    •  
    •  
    •  
    •  
    •  
    •  
    •  
Turn what you know into an opportunity and reach millions around the world.
Learn More
Your cart is empty.
Keep shopping
Unreal Complete Scene - Old West Environment
Rating: 4.7 out of 5(18 ratings)
271 students

Unreal Complete Scene - Old West Environment

Learn how to create an Old West environment on UE5
Created byMichael Gerard
Last updated 5/2025
English
English [Auto],

What you'll learn

  • Create an environment from scratch on UE5
  • Create next-gen trees (Structure in Nanite & Foliage in traditional LOD)
  • Create multiple optimized shaders
  • Create different vegetation type on Speedtree 9

Course content

13 sections435 lectures49h 57m total length
  • Explanation1:23

    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.

  • Speedtree Overview18:38

    Explore Speedtree basics to build trees for Unreal scenes, including trunk and leaf options, generation nodes, forces, skin, UVs, wind, collisions, and lighting presets.

  • Importing Scan from Megascans9:37

    Import a megascans trunk scan from Quixel Bridge and configure textures, including albedo, metalness, roughness, specular, displacement, and normal maps, for nanite in Unreal.

  • Adding Stich Node7:37

    Use the stitch node to blend trunk segments, adjust the mesh with actor movement, fix normals, and create a transitional extension for a split trunk.

  • Setup Trunk Extension5:52

    Duplicate and rename the branch to create a trunk extension, configure generation, size the extension, enable split with manual UV control, and tune smooth settings to build a branched trunk.

  • Trunk Splitting10:24

    Learn to create trunk splitting and extra branches by duplicating trunks, linking to extensions, and using blue and green curves with bezier handles to shape radius, spread, and end details.

  • Adding Top Branches2:39

    Finish the trunk by adjusting the blue curve to 0.4, duplicate for top branches, set absolute length to zero and percent of parent to 0.4, then tweak variation and turbulence.

  • Adding Medium Branches15:43

    Explore creating medium branches in Unreal, duplicating top branches, adjusting extent and interval, applying pruning, variability via variance and rotation, weld overlaps, tune gravity and curvature, and prepare for texturing.

  • Adding Bark Texture3:08

    Create and apply a bark texture in Speedtree by using a new bark material, with albedo, normal, roughness, and ambient occlusion maps, then tune brightness for realistic bark on branches.

  • 3D Branch - Bare Branch - Structure & Branches Level 110:31

    Create a new blank project, save it, import Megascans bark textures, and bake a branch texture while building trunk and branch tubes with alignment and spine adjustments.

  • 3D Branch - Bare Branch - Other Levels & Textures4:42

    Duplicate level two and three, adjust generation options (frequency 2.85, speed 0.85, boundaries zero), assign textures from the main branch, use fractional option, and place branches with the nut tool.

  • 3D Branch - Bare Branch - Manually Moving Branches4:43

    In unreal complete scene, manually move and rotate a bare branch using the gizmo in edit mode, adjusting position, rotation, length, and light, then bake the branch texture for optimization.

  • 3D Branch - Bare Branch - Increase Mesh Density5:20

    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.

  • 3D Branch - Bare Branch - Adding Details5:12

    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.

  • 3D Branch - Bare Branch - Baking Textures7:06

    Frame the branch for correct placement, then bake textures by exporting the material with alpha, opacity, and albedo channels at 8K (up to 16-32K), for speedtree and unreal.

  • Adding Small Branches on Tree12:01

    Duplicate the mat branch to create small branches, then tune generation settings, green curve, gravity, and skin for a realistic Old West tree.

  • Importing Baked Texture & Test on Tree11:58

    Import a baked texture into a new material, create an atlas, and build a low-poly cutout mesh to test the bar branch on the tree.

  • 3D Branch - 1st Leafy Branch - Set Leaves Material & Cutouts5:17

    Save the bar branch preset as branch one and create a new leafy branch using Megascans textures, mapping albedo to base color, opacity, and normal, with translucency for subsurface.

  • 3D Branch - 1st Leafy Branch - Adding Leaves on Branch3:01

    Refine a leafy branch by adjusting the blue curve and scale, duplicate and link levels, remove gravity, and apply spine leaves to front facing geometry while simplifying the mid branch.

  • 3D Branch - 1st Leafy Branch - Shape Rework4:48

    Adjust the random seed on the main and level branches to generate varied leafy shapes, and use the atlas to compose large branches into smaller pieces.

  • 3D Branch - 1st Leafy Branch - Adding Forces2:47

    Explore adding forces in speedtree to shape a 3D leafy branch, using the planner and the force icon to apply varied force types and tweaks across levels.

  • 3D Branch - 1st Leafy Branch - Manual Placement Rework12:11

    Learn to place a leafy branch for an old west environment by adjusting actor positions and angles, balancing leaf frequency, avoiding overlaps, and saving from top view to perspective view.

  • 3D Branch - 1st Leafy Branch - Baking Textures & Material Creation1:18

    Bake textures for the leafy branch, save as TGA, then adjust the branch material's base color and remove ambient occlusion before adding to the tree.

  • Adding 1st Leafy Branches on Tree7:14

    Learn to add leafy branches to an old west tree using an anchor point, edit mesh, and leaf placement, while tuning collision settings and skin size for realistic growth.

  • Setup Leaf Collisions3:58

    Tune leaf collision in Speedtree by selecting between pivot threshold and sphere threshold. Enable spherical test for leaves and adjust thresholds for consistent density, noting ambient occlusion effects on transitions.

  • 3D Branch - 2nd Leafy Branch - Complete Creation6:28

    Duplicate the branch to create branch two, adjust placement, lighting, and camera for variety. Learn low-poly mesh creation with pivot points, color tweaks, and volume steps toward the atlas.

  • Breaking Top Tree Flatness9:46

    Learn to add volume to tree branches by placing anchor points and cross forming crusts with leaves, adjusting symmetry and IDs to break flatness and avoid collisions.

  • Adding Lower Branches10:25

    Add lower branches and leaf detail to the old west tree by duplicating and connecting branches, then fine-tune generation settings—frequency, count, speed, rotation, length, gravity, and skin.

  • Adding Branches on Scanned Trunk7:49

    Add branches to a scanned trunk by duplicating logic, using a target sphere, and attaching a leaf system; adjust spine, skin, and absolute values for realistic branching.

  • Atlas - What is the logic behind & Creation13:13

    Create a text atlas project, copy materials to atlas, adjust meshes with the cutter tool, and organize atlases by branch to optimize texture resolution for leafy vs bar branches.

  • Atlas - Packing Textures12:41

    Create an atlas by packing textures in photoshop: embed opacity into the base color, invert the normal map, and blend subsurface with the subsurface amount using multiply and opacity.

  • Cutouts Rework - Leafy Branches8:10

    Import and assign textures from the atlas, invert normals for OpenGL compatibility, adjust base color and subsurface, then edit the mesh with anchor points to refine leafy branches in Unreal.

  • Cutouts Rework - Bare Branches8:02

    Place and orient the frame to set the pivot for each bare branch, use the straighten tool, then reassign the mesh, adjust vertices, and fix gaps.

  • Cutouts Rework - Small Branches6:49

    Edit cutouts by renaming the atlas and replacing points to create low-poly leafy branches with new small paths, adjust texture resolution to 4k, set collisions, and fine-tune orientation and size.

  • Cutouts Rework - Improving Anchor Points4:56

    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.

  • Optimizing Tree Structure10:02

    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.

  • Hybrid Export8:19

    Execute a hybrid export in Unreal by preparing SpeedTree foliage, adjusting atlas and UV handling, removing ambient occlusion, and exporting leaves with billboard textures and LODs.

  • UE5 Provided Project Overview1:57

    Discover the Unreal project structure with env and assets folders, featuring Northwood assets and a revised master material, and learn to import, adjust materials, and animate vintage train with sequencer.

  • Importing Tree in UE57:19

    Import trees in UE5 by dragging bark and leaves into the enviro folder, create materials with subsurface and vertex processing, and assign albedo, normal, and roughness textures.

  • Fix Some Issues7:47

    Fix tree texture blending by baking the stitch normal map, assign bark textures, reimport textures, and adjust shadow and materials for a cleaner, two-material transition.

Requirements

  • Owning a computer with Windows 10 or Windows 11
  • Winrar or 7zip to decompress files
  • The basics of Unreal Engine

Description

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.

Who this course is for:

  • Anyone who wants to learn, improve or fix their skills in environment creation.