
Review reference images and plan an asset list, then create a modular block-out in Unreal Engine 5 using Blender, employing a wall cutout workflow to minimize assets.
Set up an UE5 project with base metrics and blockouts, configure startup maps and asset folders, and prepare a western town scene using Blender workflows.
Block out a game environment in Blender by creating doors, windows, and walkways with precise spacing, using grid snapping, scaling, and exporting SBX assets for layout planning.
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.
Design and refine blockout architecture in UE5 and Blender by duplicating, adjusting walls, doors, and windows, mastering piece placement, snapping, clipping, and balcony planning.
Create and arrange blockout pieces for a UE5 and Blender environment, duplicating walkways, refining doors and windows, building balcony floors and fences, and exporting modular pieces with snapping and alignment.
Create modular blockout pieces for UE5 and Blender, including angled overheads, balconies, beams, and stairs; test fit with snapping, export SBX assets, and set up plain materials for early texturing.
Organize level assets into folders, duplicate and arrange buildings with snapping, and set a central environment. Then place a camera and tune perspective, field of view, and shadows.
Block a UE5 and blender level using two viewports, testing scale and placement with cubes to shape contrasting street layouts, then plan materials and textures for a polished environment.
Follow along as we set up our level in UE5 and Blender, part 3 timelapse, for full environment creation.
Create materials first by building a procedural plain wood material and wood planks for a slate-roof environment, using substance designer, lighting setup, and camera previews.
Master a step-by-step workflow to build a plain wood material in Substance Designer, using gradient maps, directional warp, and noise for realistic grain, knots, and surface detail.
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.
Create a realistic plain wood material for UE5 and Blender by layering moisture noise, random rotations, tiling, and height and normal maps, then preview in Marmosets.
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.
Generate a simple wood roughness map from the base color using grayscale and histogram range. Layer masks and dirt overlays add variation; expose color and roughness controls for presets.
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.
Procedurally create wood planks in UE5 and Blender using masks, flood fill, edge detection, and distance fields, then refine normals and displacement with gradients and nails.
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.
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.
Create and refine wood planks for a UE5 and Blender environment by balancing ambient occlusion, painting techniques, masks, and color variations for realistic planks.
Create wood plank textures in ue5 and blender by refining edge-detect masks, applying gradient maps and ambient occlusion, and simulating paint peeling for realism.
Finalize wall and window assets for Unreal Engine 5 by exporting textures, creating variations, and testing in Blender and Maya; unwrap UVs with Sure UV add-on and apply bevel normals.
Build a detailed window frame in Blender using bevels, bridges, and per-model UV unwrap, apply glass textures with roughness maps, and export assets for Unreal Engine import.
Learn a repeatable workflow to create final environment assets in UE5 and Blender, exporting models and textures, handling normals, and building a master material with tiling parameters.
Create final walkway assets by building modular planks and blocks, adding variations, unwrapping UVs, and optimizing geometry with bevels and normals for UE5 and Blender.
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.
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.
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.
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.
Create final environment assets in Blender for UE5, detailing efficient block-out to final geometry with bevels, unwrapping, and prep for engine import through iterative tweaks and time-lapse workflow.
Watch a timelapse of creating our final assets for a full environment in UE5 and Blender.
Watch a timelapse of creating our final assets for a full environment in UE5 and Blender.
Export all final models and import them into Unreal Engine 5 to preview visuals, ensure the same material across copies, then prepare textures in the next chapter.
Refine object placement in ue5 and blender and plan shader and modular material systems with color variation, masks, ambient occlusion, and decals to achieve final environment quality.
Create a master material workflow by building a mask with multiple UV channels in Blender, then set up a Substance Painter template and smart material for efficient texture export.
Create our master material in Unreal Engine, exposing base color, roughness, and normal strength, and enable vertex color variation with masks for flexible, modular material control.
Create a flexible master material in UE5 by integrating wood textures, paint masks, normal maps, ambient occlusion, and roughness, with static switches and vertex paint for variation.
Import materials and perform the first lighting pass in UE5, adjusting textures, color presets, and lighting setup to create a believable environment with painted and bare wood variations.
Set up infinite post-processing volume to apply color grading, bloom, grain, and exposure. Tune depth of field and fog, including exponential height fog and volumetric effects, for a cinematic look.
Create slate roof tile material in UE5 and Blender, using a substance, height maps and parallax occlusion mapping, with tile generators, masks, and layered blends for realistic variation.
Create a layered roof material in UE5 and Blender using warps, noise, gradients, and edge damage, then bake normals, roughness, and ambient occlusion for realism.
Apply roof tile textures to roof models, adjust UVs, and prototype variations for a cohesive tile layout, then prepare for final export and parallax occlusion mapping.
Learn to set up parallax occlusion mapping in Unreal Engine by using a height map in the alpha channel, with a static switch parameter for roof tiles.
Combine balcony and walkway pieces in Blender, create shared UV maps and masks, export to Unreal Engine and Substance Painter, then texture with dirt, paint peeling, and moss variations.
Finish final models by applying metal, wood, and glass materials to doors, create basic master materials, adjust metallic, roughness, and normals, and build door variations for UE5 and Blender.
Advance the final models setup by applying wood variation materials to walls and windows, adjusting transforms, and baking, texturing, and exporting UV maps and masks in Blender and UE5 workflow.
Finalize the walkways and staff models in Blender, unwrap UV maps, bake textures, and export as SBX and Unreal assets. Apply unified materials and dirt layers to polish the scene.
Learn to create a varied game environment in UE5 and Blender by applying multiple wood types, painted textures, and vertex painting to build diverse buildings.
Explore adding variation to a UE5 and Blender environment, creating new buildings, applying color palettes and weathered textures, and preparing for vertex painting in future chapters.
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.
Add vertex painting variation through a timelapse to enhance environments in UE5 and Blender, guiding full environment creation in this in-depth course.
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.
Explore creating a saloon corner through a timelapse, showcasing full environment creation workflows in UE5 and Blender for immersive game environments.
Create additional assets for full environment creation in UE5 and Blender through a timelapse, illustrating asset production workflows.
Prepare the scene for the boolean process by ensuring walls are accurate, creating reusable cubes for doors and windows, and duplicating blocks to avoid redoing booleans.
Back up assets, merge actors, apply boolean operations, preserve vertex colors, and perform cinematic color grading with DaVinci evolve.
Create and place decals to add leaks and dirt on surfaces, using alpha masks, color overlays, and translucent materials, and build a two-way decal material workflow.
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.
Create a robust terrain material in ue5 by using a gradient map technique, color variations, and noise to break up tiling, then tune roughness, ambient occlusion, and normal/height maps.
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.
Master terrain painting in UE5 and Blender by sculpting landscapes, applying height maps, adding water, footprints, and decals, with soft variation and normal maps.
Add terrain details by sculpting subtle heights, painting organic bumps, and layering decals and tire tracks to create a realistic, messy streetscape; plan water, dirt, and material refinements for steps.
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.
Perform a second lighting pass in UE5, adjusting directional lights, skylight, atmosphere, and volumetrics, then apply a DaVinci Resolve LUT for color grading in Unreal.
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.
Create simple assets for a UE5 and Blender environment by modeling basic pieces, unwrap UVs, apply textures, and refine details like bevels and proportions.
Continue building assets in blender for UE5, mastering UV editing, curve modeling, and cable creation, including unwrapping, converting to meshes, applying materials, and crafting a barrel and hitching post.
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.
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.
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.
Position a varied crowd of rigged characters in a UE5 environment, set story beats with static poses, and prepare main characters and horses for animation.
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.
Explore full environment creation in UE5 and Blender by building and animating western characters, including standing, sitting, and talking cycles, and rigging horses.
Replace and manage character animation assets in a UE5/Blender workflow, keying walking, sitting, and talking motions, reapply materials, and assemble a synchronized sequence using a sequencer and basic camera moves.
Learn to create a manual horse walk cycle in Blender using rigging, keyframes, and reference poses, with practical steps from setting up bones to cycling 12 poses.
Animate a horse using a timelapse workflow, showcasing part 2 of the full environment creation course in UE5 and Blender.
Refine a horse walk cycle by adjusting keyframes, spacing, and bone rotations, test the looping cycle, and export the animation from blender to ue5 with careful scaling and material checks.
Final polishing of our scene is shown in a timelapse, depicting a complete environment creation in UE5 and Blender.
Create a polished, modular environment in Unreal Engine 5 and Blender by mastering procedural textures, decals, advanced materials, lighting, and character animation, including horse animation.
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