Unreal Engine 5 - Environment Design | Ivan Yosifov | Skillshare

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Unreal Engine 5 - Environment Design

teacher avatar Ivan Yosifov, 3D Game Artist & Animator

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

6 Lessons (1h 12m)
    • 1. Introduction

      1:37
    • 2. How To Generate Ideas

      11:31
    • 3. Scene Setup

      12:25
    • 4. Scene Block out

      14:04
    • 5. Create the scene

      20:36
    • 6. Final Touches

      11:27
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About This Class

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In this class you are going to learn how to create AAA looking scene in Unreal Engine 5 from scratch.
I will walk you through the process of creating this amazing scene from idea to final composition and rendering.

This class is not for beginners as I will not teach the basics of Unreal Engine 5.

You should be able to know how to navigate and have basic knowledge of the Unreal Engine 5 Interface.

I've include the asset files in an archive attached to this class.
Keep in mind that Ray and R2D2 models are with non-commercial license.
You can't use those models in a commercial project, just in personal only!

What you will learn in this class?

  • How to generate ideas.
  • The basic idea behind blocking out your scene.
  • Learn how to use Quixel Megascans in Unreal Engine 5
  • Setup great lightning, atmosphere, fog and more
  • Render a final image from Unreal Engine 5

By the end of the course, you'll be very confident. You will be able to create complete 3D environment from scratch.

Check the Unreal Engine 5 Real Time Tech Demo.




Meet Your Teacher

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Ivan Yosifov

3D Game Artist & Animator

Teacher

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Transcripts

1. Introduction: Hello and welcome to my newest course, Unreal Engine 5, environment design. In this course, I'm going to show you how to create this Star Wars Fantasy. First, I'm going to teach you how to think and how to get inspired in order to create the scene. How to place your objects inside the scene. How to create a story, how to create the negative base and how to attract the user. I, this is pretty important. And in my first lecture, I'm going to teach you all the principles behind this. Next, we're going to deep dive and we're going to start with the blocking out in Unreal Engine five, we're going to name few things. We're going to import them after we finish up with the blocking, I'm going to introduce you to the quick so bridge where you can find all the 3D models that we are going to use to create the scene. I'm going to show how to download them and add them to the project. After importing all the quick sauce models, I'm going to start and refine our blocking. I'm going to set up the final lightning. We're going to start setting up the materials, our models, and our block out stuff. We're going to connect everything to the represents materials. And after that, we're going to start to scatter all the 3D models and create the final work of our scene. I'm going to teach you how to layer it up perfectly, how to scatter the models, how to create this great mood. And at the end, I'm going to show you how to render a beautiful still image from Unreal Engine five. So let's get started. Shall we? 2. How To Generate Ideas: Hello and welcome to this next course. I am super excited to show you how to create this style or spend seen in Unreal Engine five. What I'm going to be covering here in this few lectures is first I'm going to talk about in this lecture on my process, how I get inspired to create this kind of see and where I get my idea for, for this kind of lightening, for this stuff. And how I think of creating your lightning over here. How I read the composition and how I get in general. In the next few lectures, I'm going to be covering how to create the base mesh of the cave and how to fill that up, how to scatter the rocks. We're going to be using Quicksort mega scans from Unreal Engine five. I'm going to be providing for you those two models, the ray and R2D2, keep in mind that there are not for commercial use, there just only for practice or for creation of a still image for your portfolio. All right, so let's get started. I'm super excited to start and share all my knowledge. The first thing that I do when I start thinking about how to create a seed is to get, this is the original image that I found on Pinterest.com. And this is the website pinterest. From here, I often browse and just look for good concept art. And just to get a general idea of conception. Let's take this image, for example. It's pretty good. You have a building in the back you here for two characters on the front telling a story. You have a spaceship. The planet is on larval and pretty good image. So from this website, I often just browse and see what I like. I'm fine. Anything good that I like? For example, the mood, the color scheme, the position of the characters. And you can browse a lot of these things and just get them into one sheet in Photoshop and just create a moodboard from it. All right guys. So the first step is pinterest.com and browse for inspirational art. The second thing that we're going to be using is qx omega scan. So this is a huge library of scanned data just created for Unreal Engine. And you can just use this 3D model rock and just import it into your Unreal Engine and use it. Straightforward. All right, so the first thing, pinterest.com, again is part gets something that you're like. Second thing, quick, so megapascal, we're going to be using this a lot. So this is the original image that I got from Pinterest. The first thing, it has a crack over here and great lightning. So from here, the sun is shooting the race and it creates this very cool kind of lightning. And as you can see, I transfer this idea into my concept, into my 3D. It's almost the same. The idea is the same. And I've created these gate over here, the cave exit, inspired by this one. So you can find a lot of similarities from the inspirational image into my own image. But as you can see, it's, oh, my idea and my designed to create this scene, Star Wars. I'm just using this this reference image just for the idea of the lightning, okay? And from that point I think, okay, how I can create such a lightning and such idea. And I just thought that I can create a Kyiv and I can put Ray and R2D2 exiting the cave. And Ray is in this pose where she has wandering. She is in this kind of pose. She got her lightsaber out, ready for Itzhak. If some, something over here happen, if some enemies come out. And the second thing is that R2, D2 is from the back because it's a passive defensive position. Because if ultimately to was in the front, and if an enemy approaches, it can get killed instantly and awaken. So this was my thought process of positioning the characters. The second thing is my camera angle. I've liked to create a vignette effect. As you can see over here, I have a negative space. And over here I have a little bit more of a negative space. So I just create this kind of effect just to focus my camera at the eye of the viewer over here. So three things to focus. First, the major thing that the people focus is on light. And this thing, and this thing I creating are attracting the eye. The second thing that attracts the eye is characters. So this character and this character, and the rest is just fill up. And the rocks or here are just filling the scene and creating the MOOC. Or I guess, pretty, pretty simple if you think about it. Nothing very complex like thought process. And let me show my seconds. My second image that I've created. The first one is a little bit more open as you can see. And I have free-space over here, and I have a little bit of free space over there. And I thought I didn't like that because the focus on this a little bit short. So I want to create some negative space over here. And I want to create this vignette effect, but it just show and focus the eye of the viewer over here in the middle. So what I just did is a place, some walks over here and some rocks over there. And I've placed them just to close and just to close the space. And just to create a great eye-catching effect and just focus the viewer of the things that matters, which is the lightning and the characters. And I think the second thing is better than the first one, because on your look at those two pictures. And the second one is straightforward. This is the action. And the first one is little bit more open. So it takes away a lot of extra milliseconds for the eye to catch this. And the basic idea of creating this shape over here was like this. From this, from this side, there is an exit and this was blocking the exit. And maybe here there is a yellow, a little gap that the camera is shooting. So this was my complete thought process and how I manage to create this. So the first thing that you need to do is to create the rough 3D model to give you the boundaries of everything that you need to create. So we've created this in Maya. I also include this model and the course files. You can just simply download it or create your own. If you know a 3D package like Blender Maya or 3D Studio Max. If you don't know any of the 3D packages to model this yourself. You can also check my blender masterclass and learn how to create this geometry if you don't want to use mine. But this is pretty simple. I've just created for wars. And in this one, I've created this kind of a big gap, just like in our concept art. And this cube is for reference in order to create the size of our, of our gap and our cave. All right, pretty simple. And how I use this in Unreal Engine. So this is how it looks in Unreal Engine. As you can see, we have the 3D object that I've created in my over here and I just place it over there. And we have exponential form. And just like Nick and I just put a 3D texture on the whole model. And this is our starting point to create the whole scene. And I'm going to walk you through everything, how to import this helped to set up how please tau and download different quicksort models. But in the end, you're going to have something like this. All right? And let me just go to my game off. And let's turn on the immersive. And pretty much this is how I created it. Alright, I have my base mesh over here and I started scouring rocks or across this base mesh. And I placed my characters in the center. So let's recap this first lecture. The first thing that you need to do is get inspires. The second thing that you need. The second thing that comes from the inspiration is create your own ideas. Own ideas based on the inspiration. So I've created my own AND, OR with creating this kind of seeing. The third thing is create a story. My story is they're exiting a cave, obviously, you know that. And the mystery around the exit and the pose of our character is telling us that maybe there's something else and the lightsaber that Eastern or maybe there's enemy, et cetera. So create a basic story. There, pass through a cave there at the exit. They don't know what is at the end of the, of the exit. As let's continue on with the fourth thing. Youth who excel. Mega scans for scattering the treaty rocks and getting all the time and getting all those kind of object pretty fast and just use them. And the fighting Unreal Engine file. All right, so those are the things that I've used and the thing that comes to my mind in order to create the scene. And I don't want to talk about anymore theory and stuff like that. So let just start creating the scene. And you're going to learn pretty fast by just practicing and creating the same. Thank you guys for tuning in. In this lecture, I assume in my next one. 3. Scene Setup: All right, Welcome to the next part. We're going to start creating this Star Wars fan scene. Keep in mind guys, that these lectures are not for beginners and I'm not going to teach you how to navigate in Unreal Engine where all the menus are. I'm just gonna go straight forward and show you how to build up the scene. If you don't have the basic knowledge of Unreal Engine, please watch some videos tariffs just to get the idea of the basics in Unreal. So the first thing that we need to do is, of course, you're going to need to install on Unreal Engine five downloaded from the website. And next, you're going to select the Game step and you can select the blank object. Secure is the project location. I already set it up to see unreal, and I'm just going to name my project TO Star Wars fan art, alright? And I'm going to turn off the starter content. I'm going to use the quality preset and maximum and target platform desktop and here blueprints, but we're not going to use blueprints and just simply click on Create. The first thing that I'm going to do is I'm going to show you, this is a complete and blank scene. This is how you start in Unreal Engine wind, a blank project. Here. It says project file is out of date. Would you like to update? Just click on Update, and just dismiss this plugin. Alright, so this is how we interface to look. And the first thing that I'm going to do is I'm going to get rid of the elements and stuff that I want to use, like player start, I'm just going to select it and delete it. This is the location where the player will start if we are setup in again, but we are creating steal seed, so we are not going to need this. I'm going to delete also the floor as I'm not going to use it. I'm going to delete the sphere reflection capture also. And I'm going to delete the atmospheric fog and the sky sphere. All right? So the things that I left is the light source, because we're going to need a light and the skylight, right? Those are the two things that I need left in the initial setup. So the next thing that I'm going to start doing is I'm going to add different effects here from the Create menu. Just click on it and go to visual effects. Then we're going to start adding a few effects. The first thing that we're going to add is a volumetric quotes. And right now we have clouds in our scene. The next thing I'm going to go to Create, click the visual effect. And I'm going to use and select exponential high Fock here. And as you can see, our scene starts to get like lifting up, just correct. And now I'm going to start tweaking up some settings. The first thing, the exponential heights for folks should be movable, which means it's in real-time. From here, you can set up the density. As you can see. We're gonna play with those settings when we set up the scene. From here, you can set up the folk hate. All right, here you can change the color of the fog, different colors. We're going to use those settings when we set up the scene. This is pretty important. And you Kev, a lot of other settings. You can select a volumetric fog, which we should do. Just click on volumetric folk. Okay? And this is pretty much about the exponential height for the settings. We're going to play with them a little bit later. All right, the second thing that we're going to set up is our light source, okay? So I'm going to select my white source. Right now. It is stationary here, which means we are using the lightning bake mode. And if you want to use the new lumen lightning system, you just need to click on movable. And when you clicked on movable, our light setup starts to be in real time. From here, you can set up the intensity, the light color, the source angle. You can use temperature. Instead of color. You can see here on the clouds, I'm not going to turn on my temperature. The next thing that I'm going to turn on is the light shafts. I'm going to show you what they does a little bit later. You're going to see when we set up the sea, but just turn it on. Then light shaft blue should be turned on to and this is pretty much about our light source setup. All right, Moving further, we're going to set up our skylights. Okay, so just select the skylight component, scroll all the way up, and again, select it to be movable. The next thing that we need the setup is the real-time capture in order to capture everything in real time. All right. You also have light color, intensity, scale, and other parameters that we're going to be covering once we set up our scene. As you can see, there's a lot of parameters over here, the one that also needs to be turned on, the Cloud, ambient occlusion. Just very neuron. And this is pretty much for our skylight. Moving down the line is our clouds. Just click on them. And again, they should be movable. From here you can set up different, different heights of the clouds. You can set up the top, the bottom. You can, as you can see, they're moving. Again. Those settings we're going to play with them when we create the final composition of our, of our scene. And pretty much this is it about the setup of the scene. Few things. All right, the next thing that we're going to set up is my 3D model that I created in my week. We're just going to drag and drop it into Unreal Engine and setup our blocking. You have this file in the project or hives. You can just download it and use the file and don't create it in Blender all 3D Studio Max. So what I'm going to do is I'm going to open my content browser. I'm going to right-click and create a new folder. And I'm going to name it, gave walkouts. Alright, I'm going to double-click and I'm going to drag my cave file that you downloaded over here. And settings should be default. I don't fetch any settings and I click on Import. We're a little bit, it needs to be a portrait in our Unreal Engine project. And if I double-click on it, you can see we have our 3D model imported into Unreal Engine. This is what we want. I'm going to close this window and I'm going to open my content drawer and just, I'm going to drag and drop this over. And as you can see, we have basic setup of our scene rights here. Okay? I'm going to select those those things that we've created and just move them a little bit like that. Maybe further down, little bit at. So this is our first step to drop our cave. But what I'm going to do is I'm going to start arranging everything. So when the scene gets bigger, I don't get lost. So we have our initial blackouts dropped into the scene. But right now we need to save our scene. So I'm gonna go to File, I'm going to go to save current level, and I'm going to call it, I'm going to create a new folder over here. And I'm going to call it sees, all right? And I'm going to call the seen Star Wars and see, all right, I'm going to save it. And right now we have our C. The next step is to set up everything in our world. Outliner. I'm going to right-click Create New Folder, and I'm going to name it drops. So here I'm gonna drag and drop all the 3D, 3D geometry or I'm just going to name it, costs just like that. And right now we have our Kyiv always, okay? And we have our lightning setup. Everything is looking good. So right now what I'm going to need to do is I'm going to increase the intensity of the light just like that because I need more lightening here now to see what is going on. The next step is to import our R2D2 and remodel. They can be found in the project download files. Just download the project files and just import it. So first, import R2D2 by dragging and dropping in our content drawer. Here it is D2 already in Unreal Engine. And the next step is to import re. All right, I'm going to click Import. Wait a little bit. Close this window. And then Missy were raised. This is Ray the brick, but it's still compiling shaders in need finish up. If I double-click here, you can see our ray model over here looking pretty good. Okay, so we're ready with our blockage and importing everything here. Let me just throw those two characters in the scene. Open your content browser, select R2D2, drag and drop it over here. So as you can see, the scale is pretty messed up. So what I'm going to do is I'm going to select R2D2 and fix the scale. I know that my scale is one to 5.1.5 because I've just tested and creating the scene. And here is our R2D2. Here. Alright, we've imported it and we have it in our scene, just dropped out there guys. Nothing fancy to 0. The next thing is I'm going to draw pray over here, just like that. And we're going to need to fix her scale too. So I'm going to select Ray and I'm going to click two to two. And this is our scale that we are going to use. All right? And just moving with W ASD, but it's moving pretty fast. So I'm just going to go here at camera speed and I'm just going to set up two. And right now I'm moving a little bit slower. From here, you can set up the rotation angle, this one, the rotation angle. And from here you can set up the scale size and here the snap size. For example, if I start moving like this, not to 50 units on the grid. But if I select it and put it on 50 and 1000, it will move with five points in the grid. All right, so this is pretty much about this lecture. In the next lecture we're going to open quick, so mega scans and we're going to add the thing that we need for our scene to scatter across the scene and to create the rocks. Alright, thank you guys for tuning in, and I'm waking you in the next one to start building the scene. 4. Scene Block out: All right guys, welcome to this next part. In this part I'm going to introduce you to quick so bridge and the magazines assets. So we're just going to pick up the assets and start scattering them around our scene. So the first thing that you need to do is go to the content and click on Quicksort bridge. I've already have an account from here. And if you want, you can sign in over here with new created ID and username. Alright. So here is a cute library of 3D models. As you can see, everything here is scanned from real-world in super detailed. And we're going to be using a few models from here just to create our scene. So I just downloaded the models, but let's go and search for them. And the first thing that we're going to search for is limestone. I've already searched for it. And here you can find all the objects that are stocked with this dark limestone. And as you can see with the green ticker, I've already downloaded those models over here, but you can choose whatever you like from this library and collection. I'm going to start adding few stuff to my project. So the first thing is query Graver. I'm just going to click on it. And it will open this side panel. And here on the green button it says download, but I've already have a checker, which means I've already downloaded this model to my machine. So right now what I'm going to do is I'm going to click Add. When I click it, it says successfully exported one asset. So this asset is right now inside of our project. So the first thing that you need to do is download it. And the second thing that you need to do is just add it to your project. All right, so let's keep adding more stuff to our project. The second thing that I'm going to add is layered rocks. This one, I'm going to click on Add. And I'm going to skip. Those are 3D surfaces and those are textures that we're going to use. I'm going to add the next one. It's small limestones. I've already downloaded it, so I'm going to click on add. And I'm going to show you where all those stuffs are adding into our project. The next thing, limestone rocks. I've already done all of it. Add to my project. Limestone rocks, a little bit different to my projects. You can add wherever you like from this library to create your own scene. And I encourage you to download other stuff and just try to use your imagination to create different scenes. And my, I'm going to click on my small limestones. I'm going to add it. I'm going to add this one too. And I'm going to add, start adding the cliffs over here. We're going to add this one. All right? When you have this successful message, it says that it's already added. I'm just gonna keep adding. All right. And just keep adding everything that I've already downloaded. This one. And this one. So let's add a little bit touching grass. And one thing that I like is this one, query, query cliff. So I'm just going to click on Download. And as you can see, it starts downloading. And I'm going to add this term. All right? So this is pretty much about QuickSort Bridge. You can choose whatever models you like. They have 15000 models and going to 16 thousand. They have a lot, a lot of models that you can use in your project. And I highly encourage you to try and find something that you like and adds to this project that we're creating right now. Just don't copy me. I'm just showing you the techniques. And let's cause the Quicksort bridge. And now when I open my content drawer, I can just dock it to my layout from here and just click here not to close every time. And here you can see guys, that it created a mayor scan folder in here. In our 3D assets, we have all the assets, all the 3D models that we've added, all the rocks. From here, you can find your 3D plants are here, and here are the surfaces, surfaces that we've added. So the first thing that I'm going to do is I'm going to apply a material to our blackouts mesh. So I'm going to just drag and drop this onto my block out mesh. And as you can see, it is free. It's not looking pretty good right now, okay. So what do we need to do is let's just try with the other one. Still not looking with and what, what the problem is. I'm going to show you right now, you need to go to the cave over here into material step and just double-click on the material. And right now, what we need to do is we need to create our material, material to be tolerable. So right now, it is pretty big for our scene. So from here, I'll open this and click on styling. And I'm going to start and tile on x and y, let's say 20, 20 times. And as you can see, our material starts to get really small and save it and just test it how it looks. And you can start to feel the detail over here, but we need to tell it a little bit more. Let me click Save, Close it. Alright. We start to create that good feeling of timing over here. Okay? Pretty good. Right now. So this is the first step to place material over here. The next step is I'm going to set up my lightning. How I wanted to look. So I'm going to select my light source and I'm going to click Control L and just start rotating with my mouse. I'm holding Control L on my keyboard, and I'm just placing of the sun. As you can see, the arrow is placing the sun. I'm just moving my mouse and I'm going to create lighting to be right over here. I'm going to release my Control L, and it's done. Okay, So my lighting is all here, but I think it should be a little bit more along and click Control L on my keyboard. And I'm going to start rotating again with my mouse. Holding Control L still. Let's try. Maybe something like this. This is good. All right, just release control L on your keyboard. And I'm going to replace array into the light. Let's place it. I'm going to turn this knob on my grid. So I want to place her just like that. Right? And I'm going to select my R2D2. And I'm going to place it right behind ray. Just like that. Okay. So those are the first steps. The next thing that we need to do is we need to setup the textures for our R2D2. Alright, so right now, let me go to my blockage. Right now, we have a few textures so here that are without connection. So what we need to do is again, in your folder, in your project folders, you have textures for your R2D2. Just select them and drag and drop them into the projects. Okay? And right now what we need to do is click OK here. What we need to do is we need to set up our texture to our R2D2 model. So what we're going to do is click on here on the body. Just double-click on it. And we're going to use right-click texture. And I'm going to drag it over here in the base color. Delete this one. I'm going to write here The placed in the base64 and I'm going to click Save. All right, this is our texture. I'm just going to drop it over here and I'm going to connect it to my normal map. I'm going to save it. And let's see. Our R2D2 body has now a texture on it. All right, looking pretty good. The next thing that we need to connect is our heads. So maybe we've mistaken day. Let me just shrink it a little bit down. Maybe we've made a mistake. This is our body. And I think this is our head. So yeah, we've connected the wrong one. So let's fix those mistakes. Delete this one. And I'm going to discuss our head. I'm going to drop this texture over here and I'm going to connect it. And this is our head normal map. And I'm going to connect to my normal channel. I'm going to click Save. It's going to compile the textures and the shader. Yeah, this, this were our head. So I'm going to open again this. And let's just. Fix our error. Those textures are not here. So 100 and to connect to base color. And the next one connect to my normal channel. And click Save. Pretty simple. It's actually very simple. Just open those textures and just open those materials and just drag and drop that. And our R2D2 has texture. Let's fix this problem on ray because Ray has this cloth and it's not you cannot see the cloud from this, this angle. We need to fix it. And we're going to fix it by adding a double-sided shader. So I'm just going to click on Ray. And she has few shader, so here. And let's start creating a double-sided shader for everything. It's just a check guys, nothing complex. Just double-click here. And search here. Let me just open this and search here for two-sided, this. Just click it served. It's going to create a double-sided shader for this material is closed. Let's go to the next one. Though sided safe. Just comply compiling the shaders. And as you can see, we start getting these facts. But I'm just going to apply to everything just in case their faces with one side. And we don't need to do, we don't need to have that book here. So this is the fixed two-sided shader. Few more, three more, two-sided, save it. All right, So more arms. Just save it. And the next thing is this new material. Save it. And we write, our characters are set up. Our scene has materials. But still I think it's too, it's too big. So let's fix this a little bit more on the timing 5050, save it. So this is the first part when we set up our scene. So we have our characters, we have our materials. We have imported everything for Quicksort bridge. We've set up the textures on, on our base mesh. And the next thing, in the next lecture, we're going to start the fun part just to scatter everything around it and start this creative process of creating the scene and everything that you've worked as a final result. So I'm waiting you in the next lecture is going to be the most fun lecture from this course. So don't hesitate to reach out. Thank you guys for watching. Bye. 5. Create the scene: Hello and welcome back to the most fun part of those lectures. We're going to start our creative, creative process and we're going to start scattering everything around. So let's just start guys. And here we go. From the content drawer. I'm going to start with my sidewalks. All right. I'm going to click on this cliff and I'm just going to drag and drop it over here just like that. And I'm starting to creating the shapes. All right, this is the first one. Let's drag and drop another one. Maybe this pillow over here. Just like that. And the first thing that I need to know is where my camera will be. I'm going to create a camera seem to just like that may be something like here. So I start to say it and to scatter all the object based on the disposition of the camera. So I'm just going to cover it like that. Okay, so we have a pretty nice edge over here. Let's put another one over there. This is pretty big one. So I'm going to go a little bit back in Ghana, scale it a little bit. Tell. Again, I'm not teaching the basics. You should know how to navigate. From here you can select the different scale, scale size. I'm just going to turn it off. And I'm just going to start scale like this. And I'm going to place this over here. I'm just creating my wall. And I'm just going to rotate it to slick that, create that good looking more. Okay, so we start to have some fun. We start to get some shapes. As I mentioned in our first lecture, it is pretty important to know what you're doing and to know your final goal. Because right now I know, I know my final goal and I know why what I need to achieve. So I'm just aiming to create that kind of looking shape. Here. I'm going to cover the top part of our Kyiv. Maybe just make it big. And I'm just having fun, just scattering everything around and just having fun. But I don't want to break my my shadow just like that. Here. You can see I'm just breaking a little bit the shadow, which is good because you cannot have a smooth, flat rays of light in a cave. It's not natural. So let's see how this looks. Alright, we have created this edge over here. The next thing that you need is I'm going to place another rock or here, which is pretty big, and I'm going to place it outside. So because you can see this from this angle and you're going to need to see that this is a canyon. Maybe. Let's go back. And as you can see, we can see that part over here. That's an wants to see that edge over here. And once people to see that this is actually the bottom, the ground of our, of our cliff over here. All right. Looking good right now. Unlike this is, this is pretty much in a shallow right now, this one. But I'm going to fix it. Let me go here, select it and move it a little bit further out. Bullets like that. Okay, We will be back. Just like that. We're going to fix this a little bit later. All right, so we start to get the shape of our cave. Ok? The next thing that we need to fix is this border in order to create that fluid Rocky Mountain. Let me search for maybe this one. Just drop it over here. And I'm just start rotating this stuff and scaling them up and down. Here. It looks pretty good. And you can see that the rocks are start to blend with each other together. And we're going to copy this one with Control C, Control V. I'm going to place it over here. Like that. Maybe rotate it a little bit. I need to cover those blocky shapes. I'm going to Control C, Control V. Copy it again. I'm going to place it right on the top. And that, that starts to look pretty good. Alright? We start here with this good shape, but here we have pretty bad edges over here. So what do we need to do is we start scattering some growth ground assets. We're going to start with this one. I'm going to place those here. And I'm going to make it a little bit more and pull it over there. Near the edge. I'm going to select another one just placed over here. It's more a little bit down. Next thing that I don't like is how everything is not lead correctly over here. So let's start and play with some exponential folk and some lightning. And we're going to set up the folk like that. And I'm going to go into the white area over here. Maybe a little bit yellowish. Ok. And let's start with the folk hit, something like this. And from here you can tweak up doe pasty of the fork. You can set up to maximum. You just need to wait a little bit for a woman to kick out and just set up your scene. As you can see, it has some, some calculations delay. Alright, so let's turn it on like that. And the form needs to be just a little bit like that. All right. Next is the light source. You can, you know, put your lightning a little later more, a little less. I'm just going to set up to maybe 13. And my source angle, maybe 1.8, something like this. Along like the shadows over here that's there that our rocks are creating. Let me find out if it's from this one. Yeah, is this one. So I'm just going to rotate it over here just to to let a little bit more, more light in. Okay. Really, pretty good. And let's try and tweak a little bit the skylight. You can, so you can tweak the intensity scale. I'm going to tweak it took two. And I'm going to go back to my exponential height fork. Alright? And I'm going to try and tweak little bit more here. And I'm going to try and tweak a little bit. This one too. Everything is, is to play with your settings. I'm going to make it a little bit yellowish like it's it's more of a just like that. So from albedo, you play with all the cower. So here, you know, to just get this nice effect and we're going to add fake lights here to compensate. So the next thing that I'm going to do is I'm going to create two lights. I'm going to go to Create, we're going to create light. And I'm going to set up a point size here. I'm going to move it over here because I want to lead up everything a little bit more. Don't worry guys, right now it's printing. And from here I'm going to tweet densities the density at 0.2. Alright? And I'm going to treat the radius. So let's try with 55 is pre low, 3040, okay, for you. Pretty good. So I'm going to put the radius to convert the 50. And I'm just going to tweak the settings of the lightning. Something like this. You're going to put it up here because I just want to add a little bit of a coward to everything, not to be so dark. Just like that. Looking good here. All right, so next thing is, I'm going to create this vignette effect widths if you're OK. So here, drop another one, scale it down, rotate it like that, and start creating this close effect. For our cave. This creates something like this. All right. Looking at to a bed. And the next thing is I need to fill up this area because it's pretty lame right now. So let's start and scholar some, some stuff for here. And just scaling up this pair of rocks. Put it right here. Okay, let's put another thing over here. And then just blends because they're from the same group of 3D scans, which is pretty, pretty important soon to have. Okay, let's turn on this light little bit more. So you can still see those rocks over here. Let's place like that. And as you can observe, I'm creating different, seeing that my original one. But that's cool. That's the idea of creating different stuff. And I highly encourage you guys, don't copy my ideas. Just go off gold there and create your own scene. Okay, so right now I have this, this rock over here, but it's a little bit blurry. I'm just going to scale it down a bit like that because I want to have more details on here. Okay. That's looking pretty good. That's good shot. I don't like this edge and this cribs over here. And maybe this one is not looking too good too. So let's just fix this. Just like that. Creating this, this curve. And the next thing that I need to do is I'm going to add a little bit details over here. And I'm choosing from my collection. And let me scale up with Dell. Pretty straightforward process, nothing very complex. You just need to get comfortable with with other real settings and the basic navigation stuff, which I assume you, if you've got, if you are watching this discourse and unjust scattering everything around to create a good ground effect. For array and R2D2. Maybe like that. I'm going to scatter a lot more stuff, guys. This is just the beginning. Let's see how it looks from my angle. This rock is not standing up good in France because it's blocking the way. Maybe something like this. So I add a bit of stuff here. The next stuff to add, maybe a B Kroc. Maybe we can create something here, like a ganging up. Just like that. From the rocks. Yeah, not not looking bad. I'm just trying to create some cool shapes over here. And I still need to fill up this, this area. So I'm just going to try and fill it up with this rock that and I'm just going to place some scattering around it. Since scattered ground. Just like that's maybe a little bit bigger because the light lit up everything. Here on. I'm just control and seeing Control and V just to duplicate it. Just to create this kind of a good-looking ground. Just going to say that little bit of scale over here. And I'm just going to fix re-position and R2D2 position so they fit the new grounds. The new scatter ground is going to put three over here. Just like that. And I'm just going to move R2D2 a little bit more in the sun. All right, start looking good. Let's try and find our angle. Wait for a woman to kick up. Here is a zone that it's not looking good here. So let's fix it with this one. This one is pretty good for creating hate in our details. Let me just rotate it. Debts. I'm going to place another lamp in order to boost up the lightening hole here. And here I have a little bit of the ground lift up. So pretty simple, simple technique and I'm just scattering everything around. All right, so let's set up my camera. Let's put 30 here and R2D2 little bit further. All right, so right now it looks really good. And I'm going to make some final touches. I'm going to go to my 2D plans and I'm going to place a few plants over here, little bit of grass over here, Kress and the start of the tunnel. Because here you have light, where you have light, you have life, right? Without light, you cannot have anything other than mops. But here, let's say the light goes through. So those are those grass. It can grow up. Okay. I just don't like this this angle, so I'm just going to try and position the rocks a little bit different, differently, something like that. Let's try and create this and fix this one too. Okay. Little bit. Looking a little bit better, I'm going to open up a little bit to let more light come through. Okay? I think this looks good. Just going to shrink this a little bit because the texture is pretty blurred. An input like that. And we start to have pretty good see over here. I don't like that. I don't have enough lightning, so I'm just going to copy this point light and I'm going to move it over here in order to add more lightning to the area of the rocks. We're going to put the radius to 100 maybe. And I'm going to put a little bit more light over here, little bit lighter here. And I'm just going to turn off cast shadows because I don't want shadow over there. I'm going to turn up a little bit the radius because they want more light to penetrate the geometry and bright. Now, what I don't like is this one, because it not staying, it's not staying neutral in this one, in this rocket, so they're not blending. Okay? So this is pretty much my workflow. And of course, I played a lot more with which scattering the objects and placing them over. But this is the general idea guys, on how, how you can create the basics of the level. Just gather everything around and just place those objects over there. I'm going to work a little bit more on the scene. And in the next lecture we're going to set up everything to have this final look. Thank you guys for tuning in and avoiding you in the next one. 6. Final Touches: Hello and welcome to the final part. In this part we're going to tweak up the lightning and everything so we can have a final good looking image. But you've got to the most complex thing and the most fun part, which is to scatter and to create all the composition and everything in this scene. So the first thing that I'll do is I'm going to arrange everything in folder. So I'm going to select all the 3D geometry there is colored and I'm just going to drop it into this folder assets with Ray and R2D2, so I can focus on and the lightning. I'm going to select this point right over here. And I'm going to click control C control V to copy it. And we're going to place one over here. And I'm going to put it so 000 001 because I want to have a little bit more lighting over here. And I'm going to copy and paste it again. And I'm going to place it right behind where my camera will be. Point 1, 05, something like this. Because I don't want this rocks to be pitch black. And I'm going to tweak a little bit the lightning bolt here. And we're going to move it just like that to create a little bit of power inside inside those rocks. Okay guys. So let's tweak this a little bit more. I'm just faking how the lightning is entering the cave and how it's bouncing. Because I'm not satisfied with the, the whole bouncing effect of Unreal Engine. And I'm just creating my own art style are the vision of the lighting and just gathered over a bit more rocks. Maybe this is this is something that I need to tweak a little bit, just like that, okay, just to create this. So I'm going to start it and experiment with everything. And we're going to select my light source and I'm going to place it on 10, 9. I'm going to select my skylights. We're going to set the density to one. Let's try with 01, okay? So I'm just playing with those settings. Let's try with 14 again. Just laid up everything a little bit more. Okay. I'm gonna go to my watch half step and I'm just going to play out, play with those settings little bit more. Maybe like this. It looks a little bit more soft. You can also use temperature if you want, but I prefer to use color right now. Let's go to the skylights and you can start week. The White indirection. Maybe let's set it up to two and the density to 0.5. The clouds. We're not seeing the clouds right now, so I'm not going to play with it. And the next thing that is super cool to play with is the fog. With the density of the fog over here, you can see or you can create semi immersive effects with the fog is going to try with debt. And I'm just going to go right down to the, to the albedo. And I'm going to start and play with the color of the fog. Maybe just a little bit of yellow ocher, just like that. It looks good. And the final thing that we need setup is we need setup, a post-process, go to create visual effect post-process volume. And we need to set up the post-process volume to infinite. I just miss clicked and then go back to infinity extended, which means that the post-process we work on everything in the scene. So I'll just click it. And if the post-process, you can have a lot, a lot of settings. So the first thing that we need to do is we need to turn the global illumination and turn the lumen. You can set up the quality of the final gather. Let's turn it up too. And you can set up some few Greece, some image effects. I'm going to set up the blue. And from here, you can bloom up the whole scene or you can turn it down the blue. Or a LAN wants to do is we're going to set up a bloom of maybe 0.3, something like this because I want my image to look sharp, not so, not so wasted up. And from here, from the exposure, you can play with the exposure of the scene. I can set it up to 1.1. 1.3 to have a little bit more light coming through it. All right? And there are a lot of settings over here that you can play with guys. I'm not going to cover all of them, but from here, you can play up and set up the scene a little bit more detailed. And the final thing that is left for us is to create a light for the saber. And how I'm going to do that pretty easy, just like before, I'm going to select this one, Control-C, Control-V. I'm going to play store here. I'm going to shrink down the radius five, maybe this to, to, to, to few. And I'm going to place my light over here. I'm going to place the place to be blue. And I'm going to tweak of the interesting bit more. And let's make it blue card look something like this. I'm going to put the radius to 15 and I'm going to tweet date density to be very little, maybe 0.05, something like this. And the final thing that we need to do in all of these seem to be completed is to create texture for this lightsaber to emit light. So I'm just going to select, double-click over here, delete this, I'm going to right-click and select vector, parameter. Click on it. And right now it has a black color. So I'm gonna go here, I'm going to turn it up to be some kind of blue, maybe something like this. And I'm just going to connect the base color. So the emissive. Just going to click Save. And I want to change a little bit of color. Let me change a little bit of code to be more bluish. Ok, save it. Close it. And our saber emits light right now. So let me go back to my position where my camera will be. I place my camera over here. Let me just scroll down a little bit like the light source. I'm going to click G on my keyboard in the viewport just to get rid of all the selections. And I'm going to tweak up a little bit more those things. Alright, so this is pretty much how my scene we will look. Let me just select the camera movement a little bit less. And while I miss is a here little bit scattering of the objects. So I'm just going to place some more objects over here. Because I want some details. You can also scale up on y axis. And let's assume that this is our final scene. You can, of course, tweak everything to look more good, more natural, to blend more natural. Right now, I still have a lot of room to improve. But anyway, I'm just showing you the techniques. I'm not creating my final scene. All right, so this is pretty much how it looks. And from here, from the three dots, you can go to the immersive, full immersive mode. Maybe just look a little bit like that with a camera with right-click, go to three dots, click on high resolution screenshot, and select screenshots size multipolar, you can multiply your resolution by two. For example, and click on take a screenshot. Now, here is the path that the screenshot is taken. And let me show you the final screenshots. So this is pretty much how you can create disease like this and other sees. Just use quick. So the EEG scans setup the lightning, how I showed you and just go for it. Go wild with your imagination. Thank you guys for tuning in into this quick lectures of how to create such sees in Unreal Engine. Five, you can just take the idea of the course and just create something different, not something like this. You can select different types of assets from quicksort bridge, I encourage you highly to select different assets and to create something different, maybe not this gave, maybe you can create a cliff where Ray and R2, D2 are on the cliff. You can create a beach or something else. Just select different stuff from the Quicksort bridge and scattered them around, play with the lightening. Keep in mind all the things that I told you. You need good composition in order to create that good mysterious effect and story. So thank you guys for tuning in and watching this quick lecture. I'm going to create more in-depth lectures about Unreal Engine five in the near future. Thank you for all your support. Bye.