Learn how a professional environment artist works when creating destroyed assets for games. You’ll learn techniques like correct asset planning, creating modular assets, creating destroyed concrete and pillars, creating destroyed wood/flooring, creating rubble piles, simulating debris, and more!
3DS MAX, SUBSTANCE, ZBRUSH, AND UNREAL ENGINE 5
All the modeling will be done in 3DS Max, However, we have also included bonus chapters on how to do non-universal techniques in Maya and Blender. The of the techniques used are universal and can be replicated in any other 3d modeling package. Sculpting will be done in Zbrush and mask/material creation will be done in Substance Painter and a little bit of Substance Designer. The entire level will be set up in Unreal Engine 5 and we will also use a bit of photoshop and DaVinci resolve.
At the end of this course, you will have a deep understanding of how to create destruction for games. Please note although all textures are included we will not go over how to create them, this course is solely focused on creating the destroyed assets and doing some level art.
This course contains over 27+ 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. However, we have also included the time-lapsed footage in real-time without narration.
We will start by gathering our references and going over our planning. Then we will create a blockout for all our assets and already put our scene together to make sure everything works correctly.
After that, we will start to create all of our final assets. We have divided the tutorial up per destruction type. Meaning that we will first take the pillars to final, then the concrete rubble, then the wood, etc.
Once that is done we have also included some bonus material on how we create the additional level art surrounding our building like the additional buildings, trees, and extra assets (this will be done using a timelapse)
This game art tutorial is perfect for students who have familiarity with a 3d Modeling tool like 3DS Max, Substance Designer/Painter, and Unreal Engine – Everything in this tutorial will be explained in detail and we have also included bonus chapters on how to replicate some techniques in Maya and Blender. 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)
Substance 3D Designer and Substance 3D Painter
Unreal Engine 5
Marmoset Toolbag 4 (can be replaced with Substance Painter)
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.
There’s a total of 72 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 Subtitles are offered for this tutorial in English, Spanish, Russian, and Chinese. Please note the subtitles are auto-generated and might not always be 100% accurate.
00| Release v.1.0 | Personal License | 3 months ago
The course is very cool, but there are a few points that do not seem quite logical to me. Namely, why not just bake or texturize in DirectX?! Why do all this in OpenGL, and then do the flip Green channel in Unreal Engine 4?!
Hi Anton. I do this mostly because when creating entire materials it is easier to read the normal map in OpenGL. this is why I am used to working in it and baking even small textures using OpenGL. Also, OpenGL is used in Marmoset, Painter, and Unity so I think it just depends on what you are comfortable with using. but then again almost every program has the option to flip the green channel ;)