Sci-Fi Game Environment in Blender & UE4

Learn how professional environmental artists work when creating environments for games. You’ll learn techniques like weighted normals, modular workflows, creating atlas textures, high and low poly baking, creating unique textures in Substance Painter, making tileable materials in Substance Designer – and much more!

Blender and Unreal Engine 4

All the modeling and UV mapping is done in Blender, using Unreal Engine 4 (UE4) as the game engine. You’ll learn professional and tested techniques for working with Blender and UE4 together.

27 Hours Realtime

Everything is shown in realtime with over 27 hours of content – spread over 91 videos! You can follow along with every single step – from the first model in Blender to texturing in Painter to lighting in UE4. All hotkeys are also shown, making it easy to follow. No Timelapses!

Target Audience

This game art tutorial is perfect for students who have some familiarity with the tools Blender, Substance Painter, Substance Designer, Marmoset and UE4 – but who still consider themselves beginners. We highly recommend this series for students interested in learning how to make environments for games!

Tools Used

  • Blender 2.8
  • Unreal Engine 4 (UE4)
  • Substance Painter
  • Substance Designer
  • Marmoset Toolbag

Your Instructor

Emiel Sleegers is a senior environment artist currently working on AAA titles. He’s worked on The Division 2 at Ubisoft and on Forza Horizon 3 at Playground Games as an environment artist.

Chapter List

There’s a total of 91 videos split into different chapters.

  • 01-10 – Creating Our Blockout – Blender
  • 11 – 30 – Creating Our Final Models – Blender
  • 31-37 – Creating Our Tileable Materials – Substance Designer
  • 38-45 – Creating Our Decal Atlas – Blender, Marmoset Toolbag
  • 46-51 – UV Unwrapping Our Assets – Blender
  • 52 – Setting Up Our First Substance Painter Project – Substance Painter
  • 53-55 – Adding Our Normal Map Details to the First Asset – Substance Painter
  • 56-59 – Adding Our Base Colors on the First Asset – Substance Painter
  • 60 – Finalizing Our Texture for the First Asset – Substance Painter
  • 61 – Importing Our First Final Asset in Unreal and Fixing Bugs – i
  • 62 – Setting Up Our First Final Asset in Unreal – UE4
  • 63-64 – Adding Normal Map Details to Our Second Asset – UE4
  • 65 – Adding Base Colors to Our Second Asset – Substance Painter
  • 66 – Finish the Texture of Our Second Asset – Substance Painter
  • 67-68 – Adding Normal Map Details to Our Third Asset – Substance Painter
  • 69 – Adding Base Colors to our Third Asset – Substance Painter
  • 70-71 – Creating the Texture for Our Plantholder – Substance Painter
  • 72 – Placing Our Atlas Texture on Our Assets – Substance Painter
  • 73-74 – Setting Up Modular Assets – UE4
  • 75-78 – Doing Our First Lighting Pass – UE4
  • 79 – Adding Decal Lines to the Floor – UE4
  • 80-81 – Adding Our Plants – UE4
  • 82-83 – Balancing our Materials – UE4
  • 84-85 – Creating our Cables – UE4
  • 86-87 – Second Lighting and Polish Pass – UE4
  • 88-89  – Final Polish Pass – UE4
  • 90 – Outro

Reviews

Average rating: 4.50 out of 5 stars
2 reviews
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  • Excellent Environment Tutorial

    Really enjoyed this tutorial and it helped broaden my understanding of creating environments efficiently. I learnt a great deal of stuff I wasn’t too familiar with, in particular using a weighted normals workflow for assets. I got a lot more comfortable with Substance Designer as well, which is something I had rarely touched before now, and most importantly I got a lot more comfortable working in Unreal.

    The pace of the tutorials are excellent. They are split into easy to digest 20 min videos so it’s simple to go back if there’s something you didn’t understand. The tutor doesn’t hide from mistakes either and takes the time to go over errors and troubleshoot so you too have an idea of what to look for if you run into issues.

    There were some times where the tutor lingered on an irrelevant detail just a little bit too long (By that I mean debating in real time where to put the little box that shows what buttons he is pressing), but honestly, this is such a minor complaint when the overall knowledge you get from this course is worth the price and time.

    For anyone interested, I was able to follow this in Maya, I’m not a Blender user (and to be honest this tutorial put me off Blender as so many things seemed more difficult to do, in particular the UVs). The only thing you’d have to be aware of is that Maya treats weighted normals slightly differently to Blender, you don’t need to add a modifier to get weighted normals for instance, it’s done with your soft and hard edges (it’s easy enough to find the information on how it works in Maya though). Other than that it was pretty simple to follow along. Perfect for beginners and intermediates I would say. Will definitely keep an eye for more tutorials from Emiel.

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  • This course helped me solidify, ensure and in some cases broaden my knowledge.

    As someone who’s internet-taught and training for such position for quite a long time now, this course helped me put my skill into perspective with someone who’s a professional.

    I’ve noticed things I would have done better but I’ve also learned some very important lessons. I think it’s a shame that any mention of texel density was left out.

    This course is not for beginners (as it says), but kind of acts like it and it starts by enforcing custom hotkeys which is hard for a beginner to switch to and advanced users just won’t care because they already know what to press. Same goes for the minimum explanation of the most basic of aspects like what is unwrapping – beginner just won’t be able to unwrap properly and advanced user can already unwrap well.

    This kind of compromise between beginner-friendliness and fast phased crush course is not healthy for any side of the spectrum.

    However I’d definitely pay again, for something like foliage course and overall I’m really happy with my purchase.

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