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Full Environment Creation in UE5 & Blender - In-Depth Course
Rating: 4.0 out of 5(10 ratings)
78 students

Full Environment Creation in UE5 & Blender - In-Depth Course

Learn how a professional environment artist works when creating environments for games
Last updated 10/2021
English

What you'll learn

  • Using Modular Workflows
  • Creating Procedural Materials
  • Creating Unique Textures & Masks
  • Level Art & Composition in UE5
  • Advanced Shader Creation in UE5
  • Using the New Modeling Tools in UE5
  • Lighting Environments with Lumen
  • Creating Character Animations

Course content

1 section80 lectures30h 48m total length
  • 01-Going Over Our Reference And Creating An Asset List17:59
  • 02-Setting Up Our Project And Metrics22:40
  • 03-Creating Our Blockout Pieces Part125:14
  • 04-Creating Our Blockout Pieces Part224:23

    Continue building blockout pieces for the environment, refining the store window and walkways, and using loop cuts, snapping, and duplicates to assemble double-sided walls, generic beams, and shop components.

  • 05-Creating Our Blockout Pieces Part328:46

    Design and refine blockout architecture in UE5 and Blender by duplicating, adjusting walls, doors, and windows, mastering piece placement, snapping, clipping, and balcony planning.

  • 06-Creating Our Blockout Pieces Part420:08
  • 07-Creating Our Blockout Pieces Part526:12
  • 08-Setting Up Our Level Part131:23
  • 09-Setting Up Our Level Part2 - Narrated Timelapse17:33
  • 10-Setting Up Our Level Part3 -Timelapse18:22
  • 11-Preparing Our Scenes For Material Creation14:22
  • 12-Creating Our Plain Wood Material Part122:52
  • 13-Creating Our Plain Wood Material Part223:40

    Learn to craft a plain wood material by procedurally placing knots with a disk tile generator, applying warps, noise maps, masking, and starburst notes for realistic texture.

  • 14-Creating Our Plain Wood Material Part318:16
  • 15-Creating Our Plain Wood Material Part421:27

    Explore creating a versatile plain wood material in UE5 and Blender by using a gradient map technique, color variations, masking, and layered blends to achieve realistic wood textures.

  • 16-Creating Our Plain Wood Material Part523:40
  • 17-Creating Our Wood Planks Part121:30

    Create wood planks with layered geometry in Maya and Blender, then optimize, publish, and export height, normal, and ambient occlusion maps from Substance Designer for final planks.

  • 18-Creating Our Wood Planks Part225:23
  • 19-Creating Our Wood Planks Part325:23

    Create wood planks with even distance using masks, direction warp, and offset random; blend dirt, leaks, nails, and rust with ambient occlusion, curvature, and displaced normals for realistic surfaces.

  • 20-Creating Our Wood Planks Part423:42

    Explore creating wood planks in UE5 and Blender by building layered planks, tweaking spacing and offsets, using flood fill and normals for realistic nail marks and texture roughness.

  • 21-Creating Our Wood Planks Part523:30
  • 22-Creating Our Wood Planks Part620:57
  • 23-Creating Our Final Assets Part134:03
  • 24-Creating Our Final Assets Part221:48
  • 25-Creating Our Final Assets Part319:47
  • 26-Creating Our Final Assets Part428:01
  • 27-Creating Our Final Assets Part520:57

    Model and finalize door and window assets by adapting window parts, using edge loops, bevels, extrudes, insets, pivots, and shading tweaks to craft cohesive UE5 and Blender assets.

  • 28-Creating Our Final Assets Part619:41

    Create final roof textures with thickness, extrude along normals, and refine balcony and trim assets in Blender, using mirrors, offsets, bevels, and layout steps to prepare assets for UE5.

  • 29-Creating Our Final Assets Part725:33

    Create balcony assets for a UE5 and Blender project by modeling a clean balcony floor and a balcony fence in two versions, using precise scaling, extrusion, bevels, and collection organization.

  • 30-Creating Our Final Assets Part827:10

    Place and align final assets by modeling beams and balconies in Blender, duplicating and snapping pieces, refining with bevels and arches, and validating normals for a cohesive environment.

  • 31-Creating Our Final Assets Part922:33
  • 32-Creating Our Final Assets Part10 - Timelapse15:43
  • 33-Creating Our Final Assets Part11 - Timelapse13:46
  • 34-Importing All Our Final Assets In Ue523:09
  • 35-Cleaning Up Object Placement And Shader Planning23:03
  • 36-Creating Our Master Material Part125:12
  • 37-Creating Our Master Material Part227:52
  • 38-Creating Our Master Material Part326:22
  • 39-Importing Materials And Doing Our First Lighting Pass Part123:03
  • 40-Doing Our First Lighting Pass Part216:47
  • 41-Creating Our Roof Material Part120:05
  • 42-Creating Our Roof Material Part226:25
  • 43-Setting Up Our Final Models Part124:39
  • 44-Setting Up Our Final Models Part226:30
  • 45-Setting Up Our Final Models Part328:54
  • 46-Setting Up Our Final Models Part425:37
  • 47-Setting Up Our Final Models Part517:30
  • 48-Setting Up Our Final Models Part622:31
  • 49-Adding Variation To Our Environment Part126:35
  • 50-Adding Variation To Our Environment Part226:44
  • 51-Adding Variation To Our Environment Part322:05

    Master vertex painting to create environment variation in UE5 and Blender by adjusting red, green, and blue channels and using a variation mask with materials and Substance Designer.

  • 52-Adding Vertex Painting Variation -Timelapse22:53
  • 53-Creating Our Window Glass Textures31:07

    Design window glass textures for UE5 and Blender by unwrapping uv maps, painting roughness and metallics in Substance Painter, then exporting to Unreal Engine with variations.

  • 54-Creating Our Saloon Corner - Timelapse15:36
  • 55-Creating Additional Assets - Timelapse16:16

    Create additional assets for full environment creation in UE5 and Blender through a timelapse, illustrating asset production workflows.

  • 56-Doing Our Boolean Process14:58
  • 57-Doing Our Boolean Process Part227:16

    Back up assets, merge actors, apply boolean operations, preserve vertex colors, and perform cinematic color grading with DaVinci evolve.

  • 58-Creating Our Decals And Placing Them25:36
  • 59-Creating Our Terrain Material Part118:52

    Create a muddy terrain material for a UE5 and Blender environment by building layered height-based textures, blending clouds, and incorporating parallax occlusion decals, displacement, and normals.

  • 60-Creating Our Terrain Material Part226:09
  • 61-Creating Our Landscape Material24:46

    Import textures, create a landscape material in Unreal Engine 5, set base color, roughness, and normal maps, then blend multiple layers with landscape layer blends and export variations.

  • 62-Adding Terrain Details Part128:04
  • 63-Adding Terrain Details Part220:32
  • 64-Adding Terrain Details Part322:56

    Balance terrain materials, fine-tune gradient maps and mud ground textures, and create light/dark variations, then update landscape materials and add water for a final lighting pass with color grading.

  • 65-Doing Our Second Lighting Pass37:52
  • 66-Creating Aditional Assets Part129:53

    Create additional environment assets using Tim Sheets textures, including a walking plank, water elements, and a barrel, with substance painter workflows and 4k metallic roughness exports.

  • 67-Creating Aditional Assets Part230:38
  • 68-Creating Aditional Assets Part334:02
  • 69-Creating Aditional Assets Part416:31

    Scale and mirror assets, assemble a barrel and hitching post. Export SBX to Unreal, and set up team sheets materials with normals, smoothing, and decals, while adjusting texture resolution.

  • 70-Creating Text Decals23:23

    Design text decals for store names in UE5, using Photoshop to create general store and hotel decals, choose commercial-use fonts, and export as decals.

  • 71-Place Aditional Static Assets32:35

    place extra assets in your scene by importing downloaded assets from content, use crib sheet textures for buildings, and add life with signs, barrels, benches, and horses.

  • 72-Placing Our Characters23:57
  • 73-Creating Our Character Animations Part122:59

    Discover a practical workflow for auto-rigging characters with Adobe tools, creating walk cycles, and organizing animations in Unreal Engine and Blender using level sequences.

  • 74-Creating Our Character Animations Part212:46
  • 75-Creating Our Character Animations Part319:50
  • 76-Animating Our Horse Part119:55
  • 77-Animating Our Horse Part2 - Timelapse8:59
  • 78-Animating Our Horse Part328:56
  • 79-Final Polishing Of Our Scene - Timelapse27:46

    Final polishing of our scene is shown in a timelapse, depicting a complete environment creation in UE5 and Blender.

  • 80-Outro4:19

Requirements

  • You will need a basic understanding of Blender3d & Unreal Engine to follow this course

Description

Full Environment Creation in UE5 & Blender - In-Depth Course
Learn how a professional environment artist works when creating environments for games. You’ll learn techniques like Modular Modeling, Procedural Texturing, Unique Texturing, Level Art & Composition, shader Creation, Lighting, Character Animations and so much more.

BLENDER, SUBSTANCE, AND UNREAL ENGINE 5

All the modeling will be done in Blender3d, However, the techniques used are universal and can be replicated in any other 3d modeling package. The materials will be created using Substance Designer and previewed in marmoset toolbag 4. The environment will be built in the brand-new Unreal Engine 5 and the lighting will use the new Lumen system. We will also use the new modeling tools within Unreal. Next to this, we will also use Substance Painter to create unique textures and generate masks.

In this course, you will learn everything you need to know to create the final results that you see in the images and trailers. Next to this, the same techniques can be applied to almost any type of environment.

31+ HOURS!

This course contains over 31+ hours of content – You can follow along with every single step – The course does enclose a few small-time lapses, this is just to speed up very repetitive tasks, the rest is done in real-time.

We will start by going over our reference and then we dive right in and create a blockout of our level and set it up in UE5. Then we will first create all of our procedural materials and we will turn our blockout models into final models and also UV unwrap/texture them right away.

Once that is done we will export all the artwork to Unreal engine 5 and setup our level.
We will create advanced shaders to give us control over everything from vertex painting to dirt masks to parallax and next to this we will also create a basic landscape material.
We will be using the new modeling tools within UE5 to speed up our workflow and minimize the modular pieces we need to make.

Finally we will do our scene lighting using the new Lumen system and we will do the color grading in Davinci Resolve.

Then to bring our scene to life I will show you how you can quickly generate character animations using Mixamo and I will even show you how to manually animate a horse in blender.

SKILL LEVEL

This game art tutorial is perfect for students who have some familiarity with a 3d Modeling tool like Blender, Substance Designer/Painter, and Unreal Engine – Everything in this tutorial will be explained in detail. However, if you have never touched any modeling or texturing tools before we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on YouTube or paid on this very website)

TOOLS USED

  • Blender3D

  • Substance 3D Designer and Substance 3D Painter

  • Unreal Engine 5

  • Marmoset Toolbag 4

  • Davinci Resolve

  • Mixamo

YOUR INSTRUCTOR

Emiel Sleegers is a senior environment artist currently working in the AAA Game Industry. He’s worked on games like The Division 2 + DLC at Ubisoft, Forza Horizon 3 at Playground Games, and as a Freelancer on multiple projects as an Environment Artist and Material Artist.

SOURCE FILES

Please note that this project does not come with any source files or extra content due to platform limitations. If you want all source files & extra content like un-timelapsed footage please look us up on ArtStation, Gumroad or FlippedNormals


Who this course is for:

  • Intermediate Artists