Environment Creation in Unreal Engine 4 | UArtsy
Environment Creation in Unreal Engine 4
Instructor:
David Lesperance

Using the lessons of this course, you will be able to create beautiful, next gen game environments using Unreal Engine 4 and other industry standard programs.


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Environment artists set the tone for the entire game world and are critical to building games that keep us entranced for hours on end. The best environments immerse us in the story and make us feel like we're truly part of these fantasy worlds.

In this course from world-renowned artist and favorite ZBW instructor, David Lesperance, you will learn to create those stunning, memorable environments using the very same techniques and programs that the pros use, including Unreal Engine 4.

The 5 most important lessons:

  1. How to get started creating 3D assets for fully immersive video game environments
  2. How to take your environment art to a whole new level with advanced modeling and sculpting techniques
  3. How to set up your 3D environmental assets and create a functioning game world in Unreal Engine 4
  4. Tips for setting the mood and capturing the feeling of a given scene in your game
  5. Plus more professional tips and best practices for environment artists working in game production
Course Outline
Project 1 : Basics of Modeling for Games
14 Lectures | 1 Assignment
Lecture 1  07:22
Introduction to Texel Density
Lecture 2  04:23
Introduction to Map Sizes
Lecture 3  04:58
General Guidelines for Enhancing Resolution
Lecture 4  05:09
Texel Density Continued
Lecture 5  09:03
Introduction to Subdivision Modeling
Lecture 6  05:27
Subdivision Modeling Part 2
Lecture 7  02:08
Subdivision Modeling Part 3
Lecture 8  07:19
Modeling with Booleans
Lecture 9  03:43
Spline Modeling
Lecture 10  01:40
What's Next
Lecture 11  07:04
Basic High-Poly Modeling Part 1
Lecture 12  04:25
Basic High-Poly Modeling Part 2
Lecture 13  14:09
Edge Creasing
Lecture 14
Meet and Greet
Assignment
Assignment #1: Block Out your Scene
Project 2 : Building a Design Kit, Starting the Hallway Model and setting up Collision
14 Lectures | 1 Assignment
Lecture 1  06:51
Blocking In a Hallway Asset
Lecture 2  07:32
Modeling the Level Design Kit Part 1
Lecture 3  07:43
Modeling the Level Design Kit Part 2
Lecture 4  10:13
Modeling the Level Design Kit Part 3
Lecture 5  07:23
Checking Texture Scale
Lecture 6  10:40
Building Low Poly Models
Lecture 7  07:00
Spline Modeling
Lecture 8  10:23
Low Poly Modeling Continued
Lecture 9  05:26
Checking the Model and Breaking Repetition
Lecture 10  17:33
Modeling the Hallway Ceiling
Lecture 11  07:05
Adjusting Scale
Lecture 12  04:27
Checking the Model in Unreal
Lecture 13  03:00
Setting Up Collision Part 1
Lecture 14  03:53
Setting Up Collision Part 2
Assignment
Assignment #2: Create your Level Design Kit and Begin Modeling Out Assets
Project 3 : Creating UV's in Headus and 3DS Max
16 Lectures | 1 Assignment
Lecture 1  07:50
Introduction
Lecture 2  07:40
Relaxing UVs
Lecture 3  10:43
UVing Part 1
Lecture 4  04:51
UVing Part 2
Lecture 5  09:45
UVing Part 3
Lecture 6  03:51
UVing Part 4
Lecture 7  04:08
UVing Part 5
Lecture 8  04:22
Combining Geo
Lecture 9  04:39
Beginning to Pack UV Islands
Lecture 10  04:48
Continuing to pack UVs
Lecture 11  04:35
Packing More UVs and Tesselating the Object
Lecture 12  06:34
Packing UVs and Baking Normals
Lecture 13  05:20
Using Quixel Suite for Texturing
Lecture 14  06:45
Continuing to Texture and Modeling Pannels
Lecture 15  08:59
Continuing to Model the Pannel
Lecture 16  07:25
Making Desings on the Fly
Assignment
Assignment #3: UV your Corridor Asset
Project 4 : Tuning Texture Maps
18 Lectures
Lecture 1  09:47
Setting up Material Shading Atributes in Unreal4
Lecture 2  07:48
Modeling Interior Bulkheads
Lecture 3  05:56
Creating a Lock Mechanism for Our Hatch
Lecture 4  03:54
Creating Small Assets For the Hatch
Lecture 5  04:50
Continuing to Add to the Hatch Structure
Lecture 6  05:24
Modeling in Detail Pieces
Lecture 7  03:42
Connecting and Positioning Assets
Lecture 8  05:03
Modeling in Engineering Components
Lecture 9  03:53
Adding Detail Quick using Boolians
Lecture 10  05:58
Accurately Positioning Assets into the Scene
Lecture 11  07:07
Implimenting more Structual Details
Lecture 12  06:46
Testing our Assets in Unreal4
Lecture 13  06:56
Creating Detailed Iterations
Lecture 14  06:51
Evaluating Surface Normals
Lecture 15  06:31
Digging Deeper into Surface Normals
Lecture 16  06:09
Stitching, Breaking and cutting UV's
Lecture 17  03:04
More UVs
Lecture 18
Assignment #4: Set up Shaders For your Asset and Continue Modeling
Project 5 : Stacking UVs and Creating Light Maps
19 Lectures
Lecture 1  05:37
Stacking UVs in UV Layout Part 1
Lecture 2  06:43
Stacking UVs in UV Layout Part 2
Lecture 3  07:31
Offsetting Stacked UVs
Lecture 4  05:07
Ripping Maps Using Xnormals
Lecture 5  03:53
Importance of Stacking
Lecture 6  06:17
Setting up for Texturing
Lecture 7  06:28
Layer Blending Options
Lecture 8  05:40
Cleaning up AO and Map Size Discussion
Lecture 9  07:13
Creating Masks in 3Ds Max
Lecture 10  06:29
Adding Stains
Lecture 11  05:00
Adding Rust
Lecture 12  06:47
Adjusting Values
Lecture 13  07:28
Fixing the Pipe Bottoms
Lecture 14  08:33
Adding More Value Variation
Lecture 15  05:59
Creating a Roughness Mask
Lecture 16  07:52
Plugging in New Maps
Lecture 17  09:41
Setting up Light Maps
Lecture 18  05:48
Trouble Shooting
Lecture 19
Assignment #5: Bring Your Corridor Assets into Unreal With Light Maps
Project 6 : Spline Modeling and UV'ingThe Sci Fi Crate
14 Lectures | 1 Assignment
Lecture 1  06:58
Creating Game Assets
Lecture 2  03:50
Spline Modeling Game Assets P1
Lecture 3  04:05
Spline Modeling Game Assets P2
Lecture 4  02:50
Detailing Game Assets P1
Lecture 5  03:45
Detailing Game Assets P2
Lecture 6  04:11
Adding Functional Ornate Details P1
Lecture 7  03:04
Adding Functional Ornate Details P2
Lecture 8  05:11
Constructing The Game Asset P1
Lecture 9  03:03
Constructing The Game Asset P2
Lecture 10  07:53
Adjusting Existing and Creating new Handles Hinges and Bolts P1
Lecture 11  02:30
Adjusting Existing and Creating new Handles Hinges and Bolts P2
Lecture 12  05:31
UV'ing the Game Asset P1
Lecture 13  06:16
UV'ing the Game Asset P2
Lecture 14  06:42
Creating Texture Maps For the Game Asset
Assignment
Assignment #6: Create a Prop for your Scene
Project 7 : Creating Realistic Fabric in Marvelous Designer
21 Lectures | 1 Assignment
Lecture 1  06:02
Intro
Lecture 2  06:43
Setting Up the Tarp in Marvelous Designer
Lecture 3  06:02
Bringing the tarp into 3DS Max
Lecture 4  06:44
Modifying the topology of the tarp in 3DS Max
Lecture 5  06:19
Baking Tarp Maps In 3Ds Max
Lecture 6  10:42
Modifying the UV's of the tarp in 3DS Max
Lecture 7  04:10
Adjusting the Tarp to Fit Over the Crate
Lecture 8  06:34
Creating Texture Maps for the Tarp Part 1
Lecture 9  07:15
Creating Texture Maps for the Tarp Part 2
Lecture 10  05:48
Creating Texture Maps for the Tarp Part 3
Lecture 11  04:37
Bringing the Tarp Into Unreal
Lecture 12  06:23
Creating a Roughness Map for the Tarp
Lecture 13  07:20
Creating a Detail Map for the Tarp
Lecture 14  06:56
Adjusting the Tarp Material in Unreal
Lecture 15  05:42
Modifying the Textures to Work Better in the Scene
Lecture 16  08:47
Adjusting the Scene's Lighting and Surface Attributes
Lecture 17  12:20
Refining the Tarp's Edge
Lecture 18  09:55
Modifying Scene Lighting and Assets Maps
Lecture 19  14:03
Reworking the Crate's Emissive Texture
Lecture 20  09:07
Integrating the Modified Crate and Adjusting the Scene's Lighting
Lecture 21  12:22
Capturing a Screenshot
Assignment
Assignment #7: Add a Prop with Contrasting Material to your Scene
Project 8 : Creating a Tileable Floor Asset
24 Lectures | 1 Assignment
Lecture 1  08:45
Introduction and Project Setup
Lecture 2  07:16
Setting Up Zbrush Scene
Lecture 3  04:17
Adding Detail to Tiles
Lecture 4  05:55
Adding Detail to Tiles Part 2
Lecture 5  05:13
Adding Detail to Tiles Part 3
Lecture 6  06:06
Premultiplying and Decimating the Mesh
Lecture 7  06:22
Generating UVs and Adjusting in Max
Lecture 8  05:53
Cleaning Mesh and AO Setup
Lecture 9  05:57
Baking Texture Maps
Lecture 10  06:45
Ripping and Adjusting Maps
Lecture 11  06:06
Applying Normal Map
Lecture 12  05:00
Layering Passes
Lecture 13  06:19
Tweaking UVs and Cavity Pass
Lecture 14  06:05
Adding Color and Texture Variation
Lecture 15  06:25
Detailing with a Color Overlay
Lecture 16  05:51
Bringing the Scene into Unreal
Lecture 17  06:07
Enhancing your Texture Detail
Lecture 18  05:33
Giving Grit to the Tiles
Lecture 19  06:01
Adding Detail with ZBrush
Lecture 20  05:55
Settingup Diffuse Detail and Normal Maps
Lecture 21  06:44
Placing the Tiles in UDK
Lecture 22  05:07
Modifying the Spec Map
Lecture 23  05:55
How to Achieve Photo Real Textures
Lecture 24  05:24
Finalizing the Tiles
Assignment
Assignment #8: Create a tileable Floor Asset
Project 9 : Texturing in Quixel Suite and Better Understanding Light Maps
19 Lectures | 1 Assignment
Lecture 1  06:29
Understanding Light Maps
Lecture 2  06:09
Fixing Overlapping Uvs
Lecture 3  07:22
Up Resing Light Maps
Lecture 4  05:41
Tweaking Light Map Resolution
Lecture 5  04:58
Unreal Lighting Overview
Lecture 6  03:23
Lighting Summary
Lecture 7  07:47
Saving Out Each Panel
Lecture 8  06:17
Baking out Maps with xNormals
Lecture 9  04:45
Establishing a Base Material In DDO
Lecture 10  04:48
Masking By Material ID
Lecture 11  06:08
PBR Discussion
Lecture 12  06:18
Trouble Shooting DDO
Lecture 13  06:47
Adding More Material Variation
Lecture 14  03:23
Changing Colors
Lecture 15  04:50
DDO Maps Explained
Lecture 16  05:12
AO Discussion
Lecture 17  04:31
Adding Dirt
Lecture 18  04:56
Adjusting Masks
Lecture 19  08:17
Final Material Settings
Assignment
Assignment #9: Use the Quixel Suite to Make a Tileable Asset
Project 10 : Creating a Prop From a Concept
15 Lectures
Lecture 1  07:08
Calling Out Unique Assets
Lecture 2  05:51
Modeling with Concept Reference
Lecture 3  06:49
Understanding the Workflow
Lecture 4  11:23
Modeling Montage
Lecture 5  06:31
Seeing your Model in a Practicle Sense
Lecture 6  08:26
Knowing your Industry
Lecture 7  09:06
Modeling Montage
Lecture 8  04:53
Rendering and Refining the Model
Lecture 9  04:29
Final Tweaks
Lecture 10  07:11
Introduction to Atlasing
Lecture 11  06:10
Implementing Atlasing
Lecture 12  06:54
Examples of Altasing
Lecture 13  05:26
Furthers Showing the Speed of Atlas Texturing
Lecture 14  10:03
Making an Atlas Texture
Lecture 15
Assignment #10:
Project 11 : Critiques 2014
10 Lectures
Lecture 1
Crit 1 Replay
Lecture 2
Crit 2 Replay
Lecture 3
Crit 3 Replay
Lecture 4
Crit 4 Replay
Lecture 5
Crit 5 Replay
Lecture 6
Crit 6 Replay
Lecture 7
Crit 7 Replay
Lecture 8
Crit 8 Replay
Lecture 9
Crit 9 Replay
Lecture 10
Crit 10 Replay
Student Projects
FAQ
What are the requirements?
You will be connected to audio using your computer's microphone and speakers (VoIP). A headset is recommended. System Requirements: Windows(R) 8, 7, Vista, XP or 2003 Server; Mac OS(R) X 10.6 or newer; iPhone(R), iPad(R), Android(TM) phone or Android tablet Read our Audio Checklist for tips on using your computer's microphone and speakers with GoToWebinar at http://support.citrixonline.com/en_US/gotowebinarl/all_files/GTW040001
Who should take this course?
This is an intermediate level course. As such, a basic understanding of 3D modeling is recommended.
What if I miss one of the live sessions?
No need to worry. We realize that not everyone is able to make it to a scheduled meeting with the instructor. That’s why we record all live sessions and post them on the course platform, along with all your other course materials. It’s all there for you to access whenever you like!
Can I download the lectures?
Absolutely. You have lifetime access to all your course content, which includes both streaming and downloadable course video lectures.

About the instructor

Driven by a love of the Baroque period, David Lesperance received his BA in Fine Arts and shortly after began his career in entertainment art and CG, including time spent in the cinematics division at Blizzard Entertainment. Over the past eight years, David has also contributed his talents to Microsoft, Activision, and Midway Games. David has since finished Halo 4 and is now a proud member of the Valve team.