
Create a Victorian era game environment by modeling interiors from scratch, building modular pieces, texturing with Substance Designer, and assembling the scene in Unreal Engine.
Fabricate a Victorian era three-dimensional game environment using modular pieces and ornate wall details, windows, and lighting. Reference images are excluded; use online references and atlas textures for surfaces.
Create a Victorian era atlas of frames in 3ds Max by constructing base frames, decorative leaves, and shells, then reuse them with copy-paste, rotation, and instancing to build varied frames.
Create atlas elements in a Victorian era 3D environment by modeling with planes and cylinders, inverting selections, extruding, beveling, and smoothing toward two twin forms ready for baking.
Develop a Victorian era atlas environment by shaping low-poly geometry, creating smooth transitions, aligning edges, applying symmetry and turbo smooth, and refining with edge collapse and depth-driven adjustments.
Copy scaffolds, shape leaves with line modeling, and apply bends, extrudes, and cuts to create clean geometry for a Victorian era 3D environment.
Place and bend leaves along the model using symmetry, x-axis controls, and manual tweaks to blend geometry, then sculpt and model the emblem with line modeling and careful inserts.
Create the atlas by importing models, using turbo smooth and dynamic geometry, and painting leaves with brush tools, smoothing lines, and clay brush enhancements for a cohesive Victorian era environment.
Learn to sculpt and optimize a Victorian era atlas fragment by shaping lines, smoothing surfaces, and testing from distance, while using Photoshop edits and Decimation Master to manage polygons.
Create atlas-ready environment assets for the Victorian era game by optimizing geometry, using symmetry, baking normal and height maps, and crafting a gold texture.
Create a gold material in Substance Designer by building normal and height maps with noise, scratches, and tiling, refining levels and colors, then export for Unreal Engine.
Create a gold atlas by starting a new substance, importing textures, and layering dust, occlusion, and curvature to achieve weathered realism for a Victorian era 3d game environment.
Create modular Victorian era 3ds Max game environment pieces, including walls, doors, windows, ceilings, and floors, optimized for low-poly realism using 3ds Max, weight normals, and baked atlas textures.
Create modular Victorian era pieces by selecting and relaxing faces, aligning and scaling the ornate layouts, and testing fit to a base before exporting to Marmoset for lighting and materials.
Model modular window frames for a Victorian era 3D game environment using cubes, extrudes, symmetry, normals, and smoothing groups, guided by marble and gold trim references.
Create modular Victorian era door pieces with ornate gold trim, adjust symmetry, optimize normals and UV maps, and preview with Maya and Marmoset.
Create a compact atlas with three trims in a Victorian era 3D game environment by building planes and boxes, extruding and smoothing joints, then texture with a diffused color.
Create the second atlas by refining corners and arches, connecting geometry, and duplicating pieces, then bake high and low poly maps into a tim sheet for efficient UVs and textures.
Place trim sheets on modular Victorian era pieces, balance dirt and normals, and refine diffuse and alpha maps for a clean look. Align atlas textures and bevels across doors.
Fix UV errors by unwrapping, placing seams, and adjusting edges to ensure seamless textures across Victorian era modular pieces, with careful polishing and texture refinement.
Create a Victorian era plaster material for a 3D game environment, detailing plaster textures, wood frames, and fabric curtains and carpets, with normal maps and ambient occlusion.
Create a plaster material by layering paper-backed strips and simulating peeling with Berlin noise, masks, and blends, then balance normal maps, occlusion, and diffuse color for bitmap export.
Refine the plaster material by sharpening dots, tuning the normal map and curvature, adjusting whiteness, balancing roughness and shininess, and tweaking noise, before moving to base wood for window frames.
Develop a base wood material for Victorian era window frames and four painted wood surfaces, with visible grain, chips, and wear; build textures in substance designer, including ambient inclusion.
Layer wood textures to simulate aged paint and bubbles for a Victorian era 3D environment. Blend normal maps and grayscale passes to shape the final wood material.
Create and refine the wood material by balancing diffuse, occlusion, and normal maps, add curvature and dirt layers, and tune roughness and color for a subtle indoor wood texture.
Polish a wood material for a Victorian era scene by adjusting the normal map strength, diffuse, and ambient occlusion to reveal lines and depth.
Create a floor material for a Victorian era 3D environment by generating normal and height maps, applying parallax, and refining roughness, metallic maps, and color variation with masks.
Create floor materials by using gradient maps with height and normal maps, balance colors, and layer grain, dirt, and occlusion with noise and masking for a Victorian era game environment.
Create a floor wood texture for a Victorian era environment. Layer diffuse, normal, and dirt masks, balancing color and shine with noise and sharpening.
Continue refining the floor material by balancing the diffused map, noise, and levels, adjust the normal and roughness maps, and copy node setups across maps for consistency ahead of fabric.
Create a fabric material for a Victorian era environment by modeling knit textures with knots and dots, adding wrinkles and color variety with normal, occlusion, and curvature maps.
Finish ceiling pieces for a Victorian era 3d game environment by scaling and snapping modular components, using symmetry, bevels, and normals for precise, real-time rendering.
Create two cabinet models for a Victorian era 3D game environment by tracing profiles, adding doors and feet, and applying bevels, symmetry, and normals.
Create and refine victorian era cabinet models by duplicating parts, adjusting feet, detaching top sections, and applying baffles with smooth normals for a cohesive game environment.
Master cabinet unwrapping for textures in a Victorian era 3d game environment, using unwrap modifiers, relax, and plane-based segmentation to craft clean UV maps.
Texture a Victorian era cabinet in Substance Painter using a PBR metallic roughness workflow, building a polished wood base color, keyhole details, and baked maps from a low-poly mesh.
Texture the second Victorian cabinet by painting masks, adjusting color, and applying a smart material, then export ao, normal, and roughness maps for the scene.
Explore building a beefy Victorian sofa for a 3D game in 3ds Max, emphasizing symmetry, bevels, line modeling, and smoothing to craft the base, legs, and back.
Practice building a detailed Victorian era sofa in a 3d game environment by shaping an initial base, refining flow with borders, extruding, and grid-based adjustments, then exporting for sculpting.
Sculpt a Victorian era sofa through smoothing, clay and plane brushes, lazy mouse, and subdivision, then optimize with decimation master and assemble ornate pieces and a centerpiece flower.
Create a sofa for the victorian era 3d game environment by bending parts, applying symmetry, and building from low to high poly with leaves and flowers.
Refine a Victorian era sofa by smoothing and subdividing lines, using lazy mouse with tuned brush settings, then add ornate wood details and prepare the model for texturing.
Learn to build a Victorian era sofa in a three-dimensional game environment by modeling the back, legs, and upholstery, using reference, symmetry, and sweeps to achieve a cohesive design.
Model a fabric sofa piece for a Victorian Era 3D game environment by blending geometry, tightening edges, applying symmetry, and exporting polished cushions.
Explore sculpting a Victorian era sofa part in 3D, adjusting symmetry, moving with FFD, smoothing, and preparing a final sculpt for export to ZBrush.
Learn to optimize sofa assets for a Victorian era game by applying decimation to reduce polygons while preserving silhouette, and prepare hi- and low-poly exports in 3ds Max.
Apply decimation to high-poly assets, generate a low-poly sofa, perform a test bake to verify normals, and refine geometry for a game-ready Victorian era environment.
Unwrap a sofa model with a custom unwrap using tex tools, bake the uvs, create uv islands, and apply relax and projection maps to optimize texture space.
Isolate sofa pieces, align leaves with projection in view, then unwrap with careful scaling and back-face checks to produce a clean UV map for baking.
Create a sofa by converting high poly details to a low poly model, unwrap geometry, bake normal maps at 2048, and iterate in Maya or 3ds Max.
Bake sofa maps in substance painter, including normals, curvature, thickness, and ao at 2048. Then refine in 3ds max, re-bake, and paint fabrics and woods with smart materials and occlusion.
Paint fabric patterns on a sofa in the Victorian era 3D environment, using masking and projection techniques, then refine alignment, brightness, and textures before Marvelous Designer integration.
Learn to create sofa cloth with Marvelous Designer, import garments, simulate fabric with adjustable properties, and export baked low poly cloth for use in 3ds Max.
Export window assets and build the curtain by creating the main fabric and a holding top piece. Stitch the panels, apply silk presets, adjust shrinkage, and simulate for realistic drape.
Create overhanging curtains using 3ds Max and Marvelous Designer, shaping bends, slices, and dynamic cloth simulations to achieve realistic folds, then optimize and export to game engines.
Learn to model ornate curtains for a Victorian era 3D game environment: optimize with decimation, unwrap UVs, bake normals in Marmoset, and assemble low- and high-poly assets.
Import curtains, set pivots, adjust positions to prevent clipping, duplicate and align pieces, model a curtain pole and arches, and apply fabric and gold materials with proper UV maps.
Import assets and build a bed, then create two bed sheets and multiple pillows. Simulate fabric dynamics, adjust collision, density, and stitching to achieve realistic wrinkles and layering.
Export all Victorian era 3D bed and prop assets as FBX files, snap to the zero reference, assign materials, and polish lighting for Unreal Engine setup.
learn to start a blank unreal engine project, organize a Victorian interior folder, import assets and textures, adjust scale and materials, and flip normal maps for proper lighting.
Configure fabric materials in Substance Designer by adjusting tiling, blending, fuzziness, and normals, then apply color and transparency to curtains and textiles for the Victorian era environment.
Build a Victorian era interior by configuring two-sided shading, adjusting subsurface color and opacity, and applying masks and tiling to create realistic curtains and fabric textures.
Continue building a Victorian era interior with modular wall pieces, duplicating components and exporting assets, applying plaster, gold, and atlas materials; place curtains, beds, cabinets, carpets, and windows, prep lighting.
Balance Victorian era materials by fixing height maps, baking textures, and tuning roughness and metallics across wood, fabric, and gold with Substance Painter and trim sheets.
Balance materials and lighting in a Victorian era 3D environment by refining height maps, adjusting fabric overlays and wood textures, and applying color grading with a color lookup table.
Polish the Victorian era 3D game scene by refining lighting, enabling two-sided curtains, and improving textures with parallax and bump maps for a richer, cinematic look.
In final polish part 2, refine textures and materials in Photoshop and Unreal Engine, tune plaster and fabric surfaces, layer golden details, and bake lighting to finish the scene.
Perform a final polish of the Victorian era 3D environment by refining textures, normal maps, lighting, gold reflections, and curtain masks in Photoshop and Unreal Engine, ready for screenshots.
Instructor Info
Emiel Sleegers always had love for video games and when he was young, he started using Unity3D for programming but he found himself gravitating more towards the art of making games. Now he is currently working as an environment artist in Ubisoft. He contributed to creating AAA games such as Forza Horizon 3 and The Division 2. His all time favorite game is The Last of Us and that video game is what inspired him to want to work in the game industry. His advice for beginner artists is to focus on one aspect of gaming that they are passionate about, stick to it and get better at it. His hobbies include anything related to games or films, whether it be working on personal projects, freelance work or going out for movies.
Course Info
In this course, we will go through the process of creating an amazing Victorian style game environment! We will start off by modeling the ornate pieces inside 3ds Max and then take them in Zbrush to enhance them. We will then model our modular pieces such as the pillars, the doors, the roof, the floor, etc. for reusing them in Unreal Game Engine. We will use Substance Designer to create a variety of tileable textures such as wood, plaster, gold, and fabric. We will explore different types of techniques such as high poly to low poly modeling and weight normal to low poly modeling to create our props in our scene. We will also utilize Marvelous Designer to create realistic cloth and drapery that will further solidify our environment. We will jump into Substance Painter to texture our props and once everything is looking good, we will setup our models and materials in the game engine. We will dive in creating lights and post fx that will set the mood for the overall Victorian Era game environment.