
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.
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.
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.
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.
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.
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.
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.
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.
Create additional assets for full environment creation in UE5 and Blender through a timelapse, illustrating asset production workflows.
Back up assets, merge actors, apply boolean operations, preserve vertex colors, and perform cinematic color grading with DaVinci evolve.
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.
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.
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.
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.
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.
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.
Final polishing of our scene is shown in a timelapse, depicting a complete environment creation in UE5 and Blender.
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