
Get to know the instructor and the main goal of the course
Overview of all the topics we will be covering over the course. Softwares used and alternatives.
Understand what matters to employers on Portfolios. How to research and gather references for Portfolio projects.
Using Pure Ref to organize our references.
Using Photoshop to plan our Modular Building Kit.
Using Photoshop to plan our Modular Building Kit continued.
Creating our Modular Building Kit in 3Ds Max. Modelling the Wall_Corner_01 Asset.
Creating our Modular Building Kit in 3Ds Max. Modelling the Wall_Window_01 Asset.
Creating our Modular Building Kit in 3Ds Max. Modelling the Wall_Window_01 Asset continued.
Creating our Modular Building Kit in 3Ds Max. Modelling the Wall_Door_01 Asset.
Creating our Modular Building Kit in 3Ds Max. Modelling the Roof_01 and Roof_Corner_01 Assets.
Creating our Modular Building Kit in 3Ds Max. Modelling the Roof_Top_Corner_01, Roof_Top_01, Tiles_Corner_01 Assets.
There was actually no ways of uploading the UE5 file, so I have uploaded all the external files for the Materials and Props as you will need them. Creation of the UE5 Project and Blockout import and assembly.
Creation of the UE5 Project and Blockout import and assembly continued. Setting up our camera for taking screenshots for our Breakdown.
Planning our Trim Sheets in Photoshop
Planning our Trim Sheets in Photoshop continued.
Planning our Trim Sheets in Photoshop continued.
Creating our Trim Sheets in Substance Painter.
Creating our Trim Sheets in Substance Painter continued.
Creating our Trim Sheets in Substance Painter continued, establishing our Texel Density and Assets Unwrapping.
Establishing our Texel Density and Assets Unwrapping.
Assets Unwrapping.
Assets Unwrapping.
Assets Unwrapping.
Assets Unwrapping.
Setting up our Assets for Tessellation in UE5
Setting up our Assets for Tessellation in UE5 continued.
Setting up our Assets for Tessellation in UE5 continued. Improving the Roof.
Setting up our Assets for Tessellation in UE5 continued. Improving the Roof.
Setting up our Assets for Tessellation in UE5 continued. Improving the Roof.
Improving the Roof and the Window.
Improving the Door.
Improving the Trim Sheets. Creating the Chimney_01 Asset.
Improving the Roof to its' final version.
Improving the Roof to its' final version continued.
Improving the Roof to its' final version continued.
Improving the Roof to its' final version continued.
Improving the Roof to its' final version continued.
Creating the Corner_Stones_01 Asset.
Creating our Base Glass Shader using a custom Mask created in Substance Painter.
Creating our Base Glass Shader using a custom Mask created in Substance Painter continued.
You will find the necessary Textures in the zipped folder named Additional_Materials. Setting up the shaders to use Vertex Painting.
Setting up the shaders to use Vertex Painting continued.
Fixing a few things on our Roof Assets.
Using Decals to add uniqueness to our Modular Assets.
Using Decals to add uniqueness to our Modular Assets continued.
Using Decals to add uniqueness to our Modular Assets continued.
Creating a basic Landscape using UE5 Sculpting tools and creating a basic Landscape Material for painting
The Grass Foliage type Assets can be obtained from the City Park pack on Fab (UE Marketplace). Migrating Foliage Assets and painting Foliage Assets using UE5 Foliage Tools.
Migrating Foliage Assets and painting Foliage Assets using UE5 Foliage Tools continued.
The Textures for the Material of the road can be found in the Additional_Materials zipped folder.
Setting up our Height-Blending Shader for the Road_01 Asset and setting up Vertex painting.
Setting up our Height-Blending Shader for the Road_01 Asset and setting up Vertex paintingcontinued.
Working on Composition by moving trees around and Set Dressing by adding Props.
Set Dressing by adding Props.
Improving our Height-Blending Shader.
Working on the Lighting.
Working on the Lighting continued.
Setting up the final render using the Movie Render Queue.
Setting up the final render using the Movie Render Queue continued.
Creating the Project Breakdown using Photoshop along with all our screenshots.
Creating the Project Breakdown using Photoshop along with all our screenshots.
Creating our Project on Artstation and Publishing it.
Conclusion. How to push our Project further. What is next?
Last minute fixes before publishing our Project.
Become a AAA-Level Environment Artist in Unreal Engine 5
Learn how to plan, model, and integrate a portfolio-ready 3D environment using the same techniques used in AAA studios. By the end of this course, you’ll know exactly what employers look for in a Level/Environment Artist, and you’ll have a completed environment to showcase in your portfolio.
With hands-on modules, templates, and step-by-step guidance, this course is perfect for beginners, intermediate artists, and junior professionals looking to level up.
Why This Course Works
I’ve worked on and shipped games with Ubisoft and an indie studio, including:
Splinter Cell Remake
Rainbow Six Siege X
Postal 4 No Regerts
I’ve condensed years of industry experience into a workflow that is efficient, professional, and portfolio-focused, so you can build AAA-quality environments faster and smarter.
What You’ll Learn (Portfolio-Ready Skills)
Project Planning & Studio Workflow
Plan your environment like a professional
Organize your project structure in 3Ds Max and UE5
Incrementally integrate assets to avoid common pitfalls
3D Modeling & Modular Kits
Create reusable modular building kits
Build trim sheets for efficiency
Maintain consistent texel density
Materials & Shaders
Create basic and advanced UE5 materials
Master instancing and weighted normals
Optimize performance without sacrificing quality
Environment Composition & Props
Add props and set dressing with purpose
Sculpt organic terrain with UE5 Landscape Tool
Use foliage tools for realistic, balanced environments
Lighting, Post-Processing & Rendering
Adjust lighting and post-process for cinematic results
Create high-quality renders for your portfolio
Generate professional breakdowns that impress employers
Bonus Tips from AAA & Indie Production
Efficient non-destructive workflows
Quick prototyping & research techniques
Portfolio tips that catch recruiters’ eyes
Understanding the differences between AAA and indie production
Requirements
No formal knowledge is required, but you’ll need:
Unreal Engine 5 (basic understanding helpful)
3D modeling software (3Ds Max, Maya, or Blender)
2D editing software (Photoshop or Canva)
Substance Painter (for texturing)
Course resources (provided)
Who This Course is For
Beginner 3D artists: Learn the most relevant skills to get started without wasting time.
Intermediate artists: Avoid long projects that teach little; focus on portfolio-ready outcomes.
Junior professionals: Improve your workflow and production quality to reach the next level.
The Outcome
By the end of this course, you’ll:
Build a complete AAA-quality environment from scratch
Have a finished portfolio piece ready for job applications
Understand studio workflows used in AAA and indie productions
Gain practical knowledge employers value most