Creating a Medieval Town Environment – Using UE5 & Blender
Learn how a professional environment artist works when creating environments for games. In this case, a medieval-style town environment using Blender & Unreal Engine 5, along with the help of nanite, Lumen, Zbrush, and various other software like substance designer & painter.
Based on the amazing concept art of Vincent Lau
BLENDER, SUBSTANCE, ZBRUSH, AND UNREAL ENGINE 5
This course will cover a very large number of topics, but the biggest topics are as follows:
- Doing project planning and creating proper blockout scenes.
- Creating modular buildings with high reusability.
- Sculpting wood and concrete assets in Zbrush.
- Using Nanite in UE5 along with slightly modified traditional workflows for higher quality models while still being able to use and modify them in other 3d software.
- Creating various tillable materials using substance 3d designer.
- Creating unique textures using Substance Painter.
- Doing lighting and post effects in unreal engine 5.
- Adding actual geometry displacement on our modular assets using the modeling tools in Unreal.
- Doing general level art in Unreal Engine.
And so much more.
The general takeaway of this course is that in the end, you will have the knowledge of how to create exactly what you see in the images, and you can apply this knowledge to almost any type of environment.
This course contains over 29+ hours of content – You can follow along with every single step – This course has been done 100% in real-time except for a few time-lapses for very repetitive tasks.
This course has been divided up into easy-to-understand chapters. We will start the course off by planning our environment and creating our blockout assets.
We will then already Design the entire level in UE5.
After this, we will first create all of our tillable materials using Substance 3D Designer.
Then we will focus on taking our assets to final. In these stages, you will learn everything from modeling in blender, sculpting in Zbrush, uv-unwrapping in RizomUV, and texturing in Substance 3D Painter.
We will then focus on getting all of our final models and textures in Unreal Engine and implanting them in our scene.
After this is done, we will start focusing on doing our first lighting pass, creating some additional assets, and taking our scene closer to final.
Finally, we will finish up by creating some simple foliage, polishing up our scene and adding some external 3d assets, taking some final screenshots, and then this environment is completed.
This game art tutorial is perfect for students who have familiarity with 3d Modeling tools and Unreal Engine – Everything in this tutorial will be explained in detail. However, if you have never touched any modeling, texturing, or engine tools before, we recommend that you first watch an introduction tutorial on those programs (you can find many of these for free on YouTube or paid on this very website)
- Unreal Engine 5
- Marmoset Toolbag 4
- Substance Designer
- Substance Painter
Please note that most techniques used are universal, so they can be replicated in almost any 3D software like Maya & 3DS Max.
Emiel Sleegers is a lead environment artist and owner of FastTrack Tutorials. 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.
All Source Files are included in this course.
There’s a total of 71 videos split into easy-to-digest chapters.
All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
Subtitles are offered for this tutorial in English, Spanish, and Chinese.
Please note the subtitles are auto-generated and might not always be 100% accurate.
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