
Learn to build a forest from SpeedTree 10 to Unreal Engine 5, texture in Substance Painter, with UVs, displacement maps, wind, and cinematic lighting.
Create a pine tree in SpeedTree 10 by shaping the trunk, roots, and branches with spine and skin, painting vertex colors, and animating with simple grass wind in Unreal Engine.
apply bark and needle materials to the tree, map base color, normal, ambient occlusion, and displacement, adjust uvs with manual control, create needle cutouts, and tune spine phyllotaxy.
Paint vertex colors in Blender to create red gradients on roots and branches, keeping roots static while wind moves the rest, then export mesh with five materials to Unreal Engine.
Learn to build a pine tree in Unreal Engine 5 by creating a material function, bark and needle materials, and adjustable material instances with HDRi lighting.
Enable ray traced shadows in project settings to fix distance shadow flicker in Unreal Engine, noting restart needs. Apply screen traces and adjust two-sided foliage back-face diffuse for better shadows.
Learn to create wind animated pine trees in unreal engine 5 by building a wind material function, configuring a material parameter collection (MPC wind), and applying trunk and needle bending.
Apply a wind alignment fix by routing band intensity through a trunk material copy into the divide node, and multiply non-trunk needles by 1.2 to keep leaves aligned in wind.
Craft grass clumps in SpeedTree 10 for Unreal Engine 5 using PCG, shaping geometry, distribution, and UVs, then prepare Blender textures and shading for export.
Learn to apply vertex colors in SpeedTree 10 to drive wind on grass clumps, export with proper UVs and textures, and optimize geometry for Unreal Engine 5 PCG.
Prepare multiple grass clumps in blender, import FBX, align uv maps, and apply a grass material with albedo and opacity, then decimate and smooth for Unreal Engine 5 assets.
Import grass from SpeedTree into Unreal Engine 5, manage multiple grass clumps with Nanite, create grass materials and instances, and apply pivot wind animation for dynamic foliage.
Create varied rocks in Blender using subdivision surface, displacement with Voronoi texture, sculpting, and UVs, then export as FBX for Unreal Engine.
Texture rocks in substance painter by baking curvature and position maps. Create 4k pbr metallic roughness textures for DirectX or OpenGL, adjust tiling and moss, export per-rock textures for Unreal.
Enhance rock realism with a PCG workflow from Blender to Substance Painter, rebuilding rocks with displacement, UV optimization, tiling, and ambient occlusion for crisp detail.
Import rock meshes into Unreal Engine 5, build a rock master material with base color, normal, and roughness, and create six material instances with brightness, contrast, saturation, and tint controls.
Create a nordic spruce sapling in SpeedTree, shaping a slim trunk and twig branches with tessellation and noise, then apply bark and needle textures and wind for Unreal Engine.
Prepare the spruce sapling in Blender by joining meshes and organizing four material slots for trunk, branches, and needles variants, then export as FBX for Unreal Engine 5 PCG workflow.
Import sapling trees into Unreal Engine 5, organize a siblings folder for mesh, bark, branches, and needles, and create 2K–4K albedo, normal, roughness textures with wind controls.
Update rocks and textures in Unreal Engine by displacing textures, add saplings and leaves, and create a Nordic forest environment with a landscape material, puddles, and a path.
Create a tree stump bark material in Substance Painter by layering top and bottom bark textures with moss details, applying displacement for geometry, and preparing 4k pbr export for Speedtree.
Learn to create a photorealistic tree stump in SpeedTree 10 by shaping the trunk, applying displacement and cap textures, and adding moss and mesh detail for depth and realism.
Finish the tree stump in SpeedTree 10 by adding knots, bark details, offsets, and moss and twigs, adjust geometry and UVs, then export to Blender for final smoothing.
Learn to clean up and prepare a Blender tree stump for Unreal Engine 5, organizing bark base, moss, and fern UVs, and exporting a ready FBX.
Enable the PCG plugin, import the 4K Gaia heightmap into a 63 by 63 landscape, adjust its location, and prune chunks for performance.
Learn to create a landscape material in Unreal Engine 5 using distance blending between near and far tiling, with texture channels, parameters, and a clean material instance workflow.
Set up pcg by distributing trees, saplings, grass, stumps, rocks, and fallen branches across a landscape using surface sampler, density filters, and transform points, with debug and mesh spawner steps.
Build a reusable Unreal Engine 5 spline blueprint to procedurally place a spline mesh along a path, with start and end positions, dynamic length, and nanite-ready displacement.
Create a forest path spline and create a displacement texture using a PBR workflow, exporting 4k base color, roughness, normal, and displacement maps for Unreal Engine.
Update the spline length to 3.99, set up textures and materials, and implement a PCG workflow using spline data, extents, and distance sampling to create a forest path.
Create fern foliage in speedtree for unreal engine 5 pcg masterclass by building fern clumps from trunk and spine, applying vertex colors, and exporting for wind animation.
Prepare fern clumps in blender by applying transforms, adjusting scale, masking, and randomizing parts, then export a final fbx for unreal engine 5.
Finish a cinematic forest in Unreal Engine using SpeedTree assets, PCG-driven placement, and foliage like ferns, with color correction, lighting refinement, and landscape materials.
Hey CG Enthusiasts,
this course is all about the brand new SpeedTree 10 with a full pipeline of creating a full stormy Forest Biome with the help of Blender, Substance Painter (not required) and finish everything off in Unreal Engine 5.5.
This complete, no-fluff course takes you through the entire modern foliage pipeline used by indie studios and AAA environment artists in 2025:
Model realistic pine trees, saplings, grass clumps, ferns, and a detailed mossy tree stump in SpeedTree 10
Texture with proper displacement and detail in Substance 3D Painter
Clean UVs, fix origins, and test renders in Blender Cycles
Build advanced pivot-painter wind systems in UE5 so trees and grass bend naturally with full control
Use vertex colors directly from SpeedTree for intense wind controls
Scatter thousands of assets instantly with PCG while keeping 30+ fps
Carve a natural forest path using splines that automatically pushes foliage away
Create reusable material functions for easy color correction and wind adjustments using material parameter collection
Light everything cinematically for portfolio-ready shots and gameplay
Zero beginner theory, just straight-to-the-point, follow-along lessons. By the end you’ll have a stunning, game-ready forest and the exact workflow to create any biome you want. Perfect for intermediate artists who are ready to level up to pro. Jump in and start building something gorgeous today!