Creating a Medieval Town Environment – Using UE5 & Blender
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
Creating a Medieval Town Environment – Using UE5 & Blender
Creating a Medieval Town Environment – Using UE5 & Blender
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