
Thank you for joining the Unreal Engine 5 course on 3D game art and fantasy swords; expect frequent updates and reviews to help reach artists, with progress screenshots on Discord.
All of the core links you need if you want help and feedback. Or just to hangout with other developers and follow our indie studio.
Learn to troubleshoot blockers, avoid baking errors on meshes across software versions, and share specific questions with reproduction steps, screenshots, or GIFs via the community discord.
Organize your Unreal Engine project with a folder system, separating blockout, high poly, final bakes, textures, and final assets, while keeping references in the open section.
Create a reference board and style guide with Pureref to collect fantasy sword references, organize imagery, and plan stylized assets while noting Pureref 2.0 features.
Use the dp auto smoothing groups mel script in maya to auto smooth edges except uv map edges, saving time before texturing, and learn to add a shelf button.
Create and organize a reference board in PureRef to manage style, VFX references, and notes with a clear hierarchy. Use crop, scale, pack, undo, always-on-top, and navigation for efficient modeling.
Model a stylized sword blade from a cube, add a center bleed line with the multi-cut tool, and taper the edges for a sharp, dramatic look.
Finish modeling a simple fantasy sword by building the blade and handguard with low-poly cylinders and cubes, using extrude, rotate, scale, and a mesh mirror to keep clean, welded geometry.
Learn to unwrap a fantasy sword by naming parts, switching to UV editing, and unfolding, mirroring, and flipping shells for clean, square texture maps and maximum texture resolution.
Continue refining UV mappings for a fantasy sword by using UV editing, UV shell, and camera-based unfold techniques to create clean, mirrored textures for blade, handle, pommel, and sphere.
Assign and rename materials, manage textures, and save with incremental and auto saves in Maya, then use smoothing to prepare meshes for texturing and baking.
Export the sword for texturing in Substance Painter, use 1k texture resolution, fix extra vertices and triangulation, compute tangent space, reexport and reimport for baking and texturing.
Learn substance painter baking for a fantasy sword: bake mesh maps from high to low poly at 1024, and build blade, handle, and edge colors with masks and base layers.
Finish texturing the blade, handle, handguard, and pommel in Substance Painter, using masks and paste layers to achieve bold blue and gold with good UVs, ready for engine export.
Apply softening and hardening techniques to edges on a low-poly sword, using crease and soften/harden tools, preserve stroke positions when exporting, and prepare for high-to-low poly baking.
Install Unreal Engine via the Epic Games launcher, sign in, add a 5.4.x engine version from the library, and create a blank project to begin your first Niagara system.
Import meshes into Unreal Engine, set up textures with a texture sample in the material editor, and create your first Niagara particle system.
Create an edge glow on the sword with a glow matte material in Unreal Engine, using additive blend and unlit shading for emissive color in Niagara VFX.
Master Niagara edge glow by adjusting mesh attributes, applying non-uniform scale, using rgba linear color curve for pale yellow glow, and animating opacity for a blinking sword effect.
Create a moving, additive lightning material in Unreal Engine 5 for a fantasy sword by using noise, panner, texture coordinates, and a one minus node to invert patterns, with tiling.
Create electric sword VFX in Unreal Engine 5 using Niagara, with sine wave and panner nodes, time data, clamping, and time scaling to shape lightning motion.
Adjust noise scale and panning speeds to shape the effect. Use a particle color node with multiplies to push yellow lightning via emissive color and scene lighting in Niagara.
Explore Unreal Engine 5 electric sword vfx, learning how to control looping, lifetimes, and blinking of blade, glow, and sword particles through system, emitter, and self settings.
Color the sword by adding a particle color inside Niagara, multiply the rgba value for a deep dark hue, and render with a translucent material kept at default lit.
Adjust the sword's shader colors in Unreal Engine 5 to achieve a deep evil purple hue by lowering the V value and refining the color in the Niagara VFX setup.
Conclude the journey of creating a lightning effect for the sword with the Niagara system, celebrate the result, and tailor the look by tweaking numbers.
We get into our sword 2 section and discuss Discord.
Gather references for fantasy swords and shields in Unreal Engine 5, analyzing blue emissive glow, guardian styles, handguards, and energy shields from League of Legends and Overwatch.
Use VFX references from League and Overwatch, plus Breath of the Wild, to capture warbly aura effects, convert footage to GIFs, and finalize the sword two style guide for modeling.
Wrap up the reference board by designing a sci-fi saber with an intricate hilt, blending guardian references with detailed styles for an advanced dragon sword concept.
Explore the PureRef 2.0 update, including a ctrl+j outliner for quick navigation, ctrl+d drawing and notes for planning, plus color, paint bucket, dotted lines, and pixel code font customization.
Organize your Maya project by creating a new sword folder, copying assets, deleting unnecessary files, and setting a default workspace before saving the scene with underscores.
Develop a fantasy saber using shape language and reference orientation to guide the design of a flowing, D-shaped blade with a dragon-esque handguard, floating blade, and emissive VFX.
Block out a sword hilt in Maya using polygon tools, refine with vertex and multi-cut operations, add a spiral flare, and ensure smooth taper and symmetry for a clean blockout.
Block out a simple sci-fi blade in Unreal Engine 5, starting with a straight lightsaber-like blade, adjusting curvature, adding 3D details, and exploring basic mesh steps for a fantasy sword.
From beginner to pro: Design stunning swords with modeling, texturing, and real-time VFX!
Welcome to the definitive course on creating game-ready fantasy swords from scratch—all the way into Unreal Engine 5! Whether you're completely new to 3D art or looking to refine your workflow with industry tools, this course will walk you step by step through the entire game asset pipeline.
You'll start with the fundamentals of 3D modeling in Maya, then move into professional-grade texturing in Substance Painter, and finally add awesome real-time VFX using Niagara in Unreal Engine 5.
Even if you've never used Maya, Substance Painter, or Unreal Engine before, don’t worry—we’ll walk you through everything from navigation to hotkeys.
What You’ll Create
By the end of this course, you’ll have created multiple fully-optimized, low-poly fantasy swords with stunning VFX, ready for real-time use in:
Action games (RPGs, MOBAs, Shooters, etc.)
Combat animations
Game portfolios
Indie titles with multiplayer support
Software & Tools Used
We use industry-standard software every step of the way:
Autodesk Maya 2024 (3D modeling, UVs)
Substance Painter (Texturing & Baking)
Unreal Engine 5.4 (VFX + Rendering)
ZBrush, Photoshop, Krita (for bonus detail work)
Prefer Blender? You can still follow along—many of the lessons focus on best practices and core techniques that apply across tools.
Included With Your Purchase
You’ll get full access to an exclusive asset pack:
Game-ready sword meshes (FBX + Maya files)
Substance Painter projects with baked maps
Niagara VFX systems (UE5.4 .uasset files)
Final PNG texture exports
ZBrush/Photoshop/Krita files
All custom VFX textures and flipbooks
Course reference boards and sample work
Lifetime access to future course updates
You’ll also be invited to our Discord community, where you can ask questions, get feedback, and check in on new updates as we release intermediate and advanced sword builds with layered visual effects.
What You’ll Learn
Beginner Section
How to download and organize your course assets
Setting up your file system for long-term project success
Creating an art reference board using industry tools
Installing custom scripts like auto-smoothing for Maya (no coding required)
Full Maya 2024 UI overview and navigation
Modeling practice: Create a snowman to learn manipulation tools, extrusion, and the outliner
Sword Modeling in Maya
Blocking out the blade and handle using primitives
Using symmetry, subdivisions, extrusions, and cleanup tools
Proper topology flow and deleting unnecessary geometry
Clean, optimized UV unwrapping using “Camera Based” projection and mirrored UV shells
Professional material and object naming conventions
Maya autosave and incremental backup setup
Texturing in Substance Painter
Project setup and resolution tips
Baking mesh maps and why they matter
Navigating the 3D and UV texture view
Layered materials and folder-based workflows
Smart masks and brushes for fast, stylized textures
Custom color palettes and edge wear
Exporting textures with the correct templates
Understanding texture types and naming for pipelines
VFX in Unreal Engine 5.4
Installing and launching UE5.4 with Epic Games Launcher
Importing sword assets and textures
Creating materials in Unreal’s node-based editor
Setting up Niagara systems and emitters
Translucent and additive materials for glowing effects
Creating lightning and dark shadow sword VFX
UV panning, noise distortion, sine waves for animated effects
Fixing VFX rendering order and system lifetimes
Bonus: Customizing lighting, coloring, and FX preview settings
What Comes Next?
This course is just Part 1 of a larger series! As a student, you'll get early access to future updates:
Intermediate sword with multi-layered VFX
Advanced sword with complex material blends and gameplay hooks
Buy now to lock in the best price—future course expansions will be included at no extra charge for early adopters!
Meet Your Instructors
Daniel – Founder of Baka Bros Entertainment, 3D game artist & course creator
Amelia – VFX artist and Unreal wizard (and Daniel’s awesome wife!)
Together, we’re building our debut indie game Chaos Kart while running our game dev YouTube channel. This course is the product of months of recording, editing, and polish, and we’re so proud to bring it to you.
Ready to Level Up?
Whether you’re a beginner with no prior experience or a hobbyist looking to step up your game art portfolio, this course will help you build professional-quality assets that look great and run fast in real-time engines.
So let’s get to blacksmithing those blades, casting some enchantments, and making your props shine!
Join the course and invest in yourself, your portfolio, and your game development future.
See you inside!
— Daniel & Amelia
Baka Bros Entertainment