Sculpting in Zbrush for Game Environments | Mao Mao | Skillshare
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Sculpting in Zbrush for Game Environments

teacher avatar Mao Mao

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

    • 1.

      Sculpting for Game Environments in Zbrush

      0:57

    • 2.

      Exporting our asset from UE5

    • 3.

      Importing our column to zbrush

      4:34

    • 4.

      Adding dynamesh

      3:20

    • 5.

      Trim edges

      5:17

    • 6.

      Sculpting using Trim brushes

      9:13

    • 7.

      Sculpting tips for damage details

      4:15

    • 8.

      Using the Flakes brush

    • 9.

      Sculpting with alphas

      7:20

    • 10.

      Importing our column to Unreal Engine 5

      3:15

    • 11.

      UV Mapping our asset inside Unreal Engine 5

      5:12

    • 12.

      Wrap up

      1:12

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About This Class

In this course you will learn sculpting techniques using Zbrush, the leading sculpting software in the game industry. Creating environments for games requires you to sometimes sculpt your own assets to add a next level of detail that traditional modeling methods can't offer.

We will go through different techniques to add detail to architectural environment assets and understand the process of detailing an asset for a game studio.

At the end of the course you will also learn how to import your asset to Unreal Engine 5 and by using Nanite you will be able to get the most out of this AAA workflow.

This course is aimed for beginners that have a basic understanding of Unreal Engine 5 and Modeling concepts in general.

Meet Your Teacher

Teacher Profile Image

Mao Mao

Teacher

I am a professional 3D artist for video games who has worked for Ubisoft, where I contributed to titles like Skull and Bones and Immortal Fenyx Rising - Myths of the Eastern Realm. I am also an Unreal Authorized Instructor for Epic Games and owner of UNF Games, an Authorized Training Center for Epic Games where we teach people how to improve their Game Development skills.

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Level: Intermediate

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Transcripts

1. Sculpting for Game Environments in Zbrush: Welcome to Sculpting for game Environments. If you want to create environments for games in real, you want to learn how to sculpt, then this course is for you. We will learn how to detail game environments using Cebush. My name is Mao, and I've been in the industry for over 13 years where I work for AA Studios. And in this course, I will show you my secrets on how to detail assets on Cebush. So we will go from the very beginning from importing our assets from unreal to C brush, we will go through basic sculpting techniques. We will go through different brushes, and I will share with you all my tips that I have to just create a very detailed environment. So by the end of this course, you will be able to import that asset into Unreal engine and have a game ready asset that you can use in your games. So with that set, let's get started. 2. Exporting our asset from UE5: So once you put something in your game, you want to make sure it looks nice. And this asset here, it's the one we're going to export to rush to add all the detail. And if you see very closely, you have these sharp edges here, and it's very low poly. It actually has very nice forms, which is the most important part. But it lacks some detail. If I check another asset just like this one, you can see that I have a lot of detail that I can put just by using nanite so I want to take advantage of Nant to add the same detail to my asset. So the first thing we need to do is to export this asset, and I'm going to click here or you can either Control B to find it in the content browser, and then right click and then sport. Once you do that, let's just put it like column four, the settings just like this, remove the collision and then export, and then you are ready to go. And if you're wondering how I got this asset, I just got it from the art station marketplace here, and I got it from this person, Jasmine Bernice. So it has a lot of assets, actually, and I highly recommend you to grab those to kick start your game projects. If you don't need to model everything if you find something you want such as these columns, and I will put a link in the description so you can get them. For a very cheap price, you can just add these columns to your game, and you can create some unique things, for example, like this one, it's a collection of duplicated columns, so I can create my unique column for myself. And this one I just use like that. And modify it a little bit. But other than that, I think it's a great way to add models to your game. So I will put a link in the description in case you are interested. Now that we have our asset, let's move back to brush. 3. Importing our column to zbrush: So now that we open brush, we need to import our asset so we can sculpt it. Now, if you're really new to brush, this might look a little bit intimidating. So what you have here is the viewpoort here. So, for example, if I click on the cylinder here, nothing will show up, but if I track this, okay? I'm in the draw mode, which means that I can keep drawing cylinders. Okay? If I don't like this, I just click Control N. This is just like a two D canvas. But if I want to edit the cylinder, I can just track it again. Then click on Edit or press T. Okay, now that I have this, I can just go to my brush and I can select which kind of brush I want to use. For example, I want to use the MV brush. I can either find it like this or I can press the letter of the brush. M, and then I will have a collection of different hot keys. In this case, move is with V. I will just choose it like that. And now that I have this, I can just modify my acid. And notice that when you want to sculpt this acid, you need to convert this to a poms treat. Otherwise, it won't let you. So what you need to do is to go here to your right, make polymstD and now you can start sculpting your acid if you want. Okay. So we will go through different sculpting techniques with our mesh. So what we need to do is to basically import something. So it doesn't matter what you have here. You can just import and go to the desktop. And here I will have a column that I export. So I will click on this one. And once I have this, I will have FVXimport options. Then I could just put import Amax polygroups, but just like that, let's just put it okay. And just by doing that, you have your column here. Now, it looks black, and the reason is maybe it's having vertex colors. So what you need to do is if you go here to your Subtool, you will see here a brush that basically puts the color. And our color it's basically not allowing us to see it. It's just a black color. So what we need to do is to check this. Okay. And now we have our acid. Now, you will see that I created a new tool here. So I have different tools. I can just browse between different tools or I can create a new one. In my case, I have my asset here. So how do you navigate here? The first thing is with Alt and left mouse click, you can move it. Or with left mouse click, you can rotate. Okay. Now you can press F to focus, and out and then leave out and press the left mouse click to zoom in and out. And that's it. That's what you need to do. And if you don't have a tablet, then I highly recommend you to get one. I'm using one now. So if you want to sculpt with mouse, it's possible, but I highly recommend you to use a tablet. It's definitely something different. So just by doing this, just move it around. At, click. And zoom, zoom out, and that's all you need to do. Okay. So I will do one last thing. I can change the material of this. For example, I can put the basic material if I want it. I find that this material is very good to see the highlights. So just choose a material you want. Okay? And then I will save this as a tool, and I will just save it in the desto and I will call it my column C brush, something like that. Okay? So now that we have this, we are ready to start sculpting. 4. Adding dynamesh: So now that I have my column, I need to start sculpting. So the first thing I'm going to do is to duplicate to have a backup. And this will be I'm going to going to my Subtool and then click Duplicate, and this will give me another subt. And then I will rename this as my column. Hi pool. Okay. And then what I need to do is to make sure I'm focusing on this one because they look exactly the same. I can just click on the eye here and I won't be able to see it. So just by doing that, we have our mesh here. Okay? Now, what I want you to take a look at it at the edges of this mesh. Why this column looks very low poly if I choose rock the mouse with left mouse click and click Shift, you will see that I have a very straight edge, for example, let me throw it. You can see the edge here extremely straight like this. Okay? And in real life, these edges aren't they don't exist in real life. We don't have anything super exact in real life. So what we need to do is to sculpt these edges first. And the way we're going to do it is go to geometry. And here in geometry, you will see a tab called Dynamesh. What Dynamesh will do is to re mesh. If I click Chief F, you will see my polygon found here and you can see I have a bunch of quads. If I try to sculpt, for example, let's go to B, S, so I can look for my standard brush and then press T. If I try to sculpt here, I cannot sculpt anything. And the reason is I don't have enough geometry. So the easiest way to have geometry is just by adding some dynamesh. So you will see here that you have a resolution setting, if I just click here, looks like nothing has happened, but now if I check my wire frame, everything has more polygons. Now, this resolution it's a little bit low. So I'm having this artifacts here, which I don't want. So what I'm going to do is to put something like 256 to start with. Okay, let's control again, and let's put something like 112. And let's remove the blue. Okay, now our mesh looks very high poly. We can start sculpting here. If I go here, grab my tablet and with, I can change the brush size here just like this. I can just start sculpting in my mesh. So. Now that we have this, we're ready to start sculpting the edges. 5. Trim edges: So the way we're going to add detail to this mesh is by using some trim brush. So if I go to my standard brush here, I can have a look at the trim brushes here. So I can use press D to find a trim brush, and you will see that I have a bunch of those. I will choose a Trim dynamic, which is D. I can either click here or press D. And the trin dynamic already will give me a really nice result. So what I can do before putting my train dynamic is to make my morph target. What my morph target will do it to store a morph target. Okay? And then let's say I want to sculpt this mesh and I'm very aggressive and I do something like this, Okay And I really don't want that. So what I can do is to go to my morph brush, pressing B, then M, and then you can press O, I believe, or look for the morph target. To be around here. It's more target, eh? There you go. Morph here, just like that. Now that you have your morph, you can just click here and you will go back to normal. So with that in place, we can just sculpt very freely without any fear that we will destroy or mesh. Let's go back to BTD to do the train dynamic, and I will just sculpt here in my orders. Just by doing this, what I'm doing here is basically removing this straight edge we have here. And by adding this train dynamic, I can make my mesh look more high poly and I can do something like this. Okay. And if you want to add some destruction or something like this, go to your brush and press C and then B. This will select the clay buildup. So what you can do is pressing out, you can sculpt something like this, and you can have something with more detail here. It's out here, BTD as you can see, Crush is basically a hot key program. So it's a good idea to have hot keys for all the things you have in C brush. Otherwise, it's going to take a while to select all the options. Okay? So now that you have this, now you can see that my mesh is starting to look better, but I want to show you another technique to make these trims. So if you go here and press T, you will see that I have some different trims, okay, trim circle, trim curve, and anything. So if I go to my light box, you will see that I have a brush tab here. And here I can go to trims. And this will allow me to select any other kind of trim that is not this one. One trim that is very good for doing this kind of destruction for architecture is the trim smooth border, which is this one. I will just click on this one, and I will have it here, rimmood border. Basically, T, B, and I get it. And what I will do is to change the Alpha to have a square here. And now look what will happen if I go here. Let's go to this part. I put the trim and it's much more stronger. Just like this. Super strong. And I can break the mesh, even if I want it. Just by doing something like this. It's very sharp and it gives really nice edges and nice contrast. Okay? Just like that, you can keep sculpting your mesh here. This was a little bit too much. Be careful to sculpt in the concave areas which are like this. Basically, sculpt only in these ones, and you want to smooth these areas a little bit. Okay? Just by holding shift, you will select the wood brrush just by using the trim smooth border, you will at the edges for the mese. So what I will do is speed up this process. And let's see the final result after. 6. Sculpting using Trim brushes: So I will speed up the process here so that you don't see mis sculpting the hallway. The idea here is just to use the same technique that I show you the trim smooth border with a brush Alpha and just start chipping edges, like all of them. You can see that we have a lot of edges here. And this is a very boring process, to be honest, but it will pay off. It will pay off. Like in games, in general, you don't want to have perfectly straight edge. Even for surfaces that are not as damaged as this one, you still want to give some edge treatment. So you can see I'm increasing the resolution of the dynamesh just because I want to go into more details. And I'm just masking here with Control click and Control again to apply the dynamesh. And after that's done, you have more polygons to work with. I in environments, you don't necessarily need to re apologize things because things look a little bit chaotic. So when you start chipping edges and everything, actually, I recommend you not to re apologize at all just because it will try to smooth your borders and you don't really want to have smooth surface. You just want to chip the edges. So as you can see in the top left corner, I have my silhouette, and this silhouette, has a very straight line, and it's a good idea to always check it. Because we can always change the silhouette. Now, you don't want to change it that much so that you don't recognize your object. But it's always nice to break that straight line that naturally any blockout give you. So just by trimming these edges, you will be able to just, you know, just make your environment look better. Now, this process, obviously, it's very easy. It's very easy. That's why I speed up, but it does take a lot of time, especially the bigger your asset, the longer it will take. Like, this is speed up like two times. So basically, it took me like maybe 20 minutes in total. So not bad. Not bad, to be honest, like 20 minutes in asset creation time, it's something that you really want to you really want to have it's a good time. So obviously, just go with the trim smooth border as much as you can and start breaking things. Like the way I like to see those things these assets are each phase, every angle that you see an asset, it's like a different asset that you can use in your game. It's not like one asset. It's like this asset has six, sorry, four different phases. Six if you really on the top, but I don't think we're going to use this asset on the top. But if you always look at the site, you want to have different sites depending on where you're looking at. So some areas may be a little bit more damage than others, and it's always nice to zoom in like this so that you can see how it looks like from distance. And it's always better to exaggerate a little bit. Sometimes when you sculpt too little, it's almost unnoticeable. So you don't really need this to go all over the top with this, but you also don't want to you don't want to sculpt very little. You want to add as much detail as possible. And some areas, like I was saying, every phase is different. Some phases will have more damage. So faces will have less damage so that when you rotate your asset in your game, because you are going to use it like in different situations, you will be noticing that it's not the same asset that you are duplicating because in games, we have limited number of assets that we can use, and every unique asset, as you can see, takes a long time to make. So the idea behind this is that every phase that you make, it is a different asset. So typically how I like to work with this, I tend to do a very generic pass. Like I just put a train smooth border on all the edges that I can. And then after I have all my edges that I need, I tend to go into each individual phase so that every phase, you know, just looks different. So even when you get to this stage where you are sculpting very thin surfaces, it does pay off. Like every detail matter, every detail will be compounded. As you can see, I change my material for the red wax material, and I'm changing the light here just so I can take a look at the shadows better. Sometimes the default material is not a really good representation of how the light is going to look on your object, which is the main topic on this sculpting process. Every rush stroke that you make, it's changing the lining, right? It's changing how the light reacts. And you can see that I have a very uniform light there. I'm trying to break it by being a little bit more aggressive. As you can see, we're getting into the stage of this column where I will actually just go and be a little bit over the top. I was a little bit like having those trim smooth borders on the edges, but nothing too exaggerated. And then I tend to zoom out a little bit to have a bigger overview of the acid. Be careful having those you don't want to lose the form. Like, for example, here, when you have a very big brush, you may lose the shape. You don't want to do that. You do want to change the lining so that it's more it doesn't look like a straight shadow when the light hits. That's you know, that's pretty much this process. You just need to go through all the edges. You just need to sculpt here and there, and some areas you will have more damage. Obviously, you can still use some references that will help. Try to you know, just try to break the surface even. Obviously, at this point, we're not really worried about the details of the surface. Those details can be added later, but it can also be added by textures and materials on our game asset. We're mostly interested on the main forms of this one. As you can see, we're actually having quite a big difference in this side, like, it's a little bit more destroyed than others, and the other side is a little bit cleaner, so that when we duplicate our acid, it will start looking it will start looking really nice. So just keep that in mind, keep sculpting, keep adding damage here and there. Don't worry too much about those intersections here. You can always make some concave shapes where you sculpt inside like this. And for this, I like to use a clay build up brush. It's kind of nice, give me that kind of broken concrete feeling that I don't get with the trim brush. It's kind of like chipped areas. And I tend to use the brush alpha, the I can change the brush alpha as well to have different results to have the square one. You can see that it really does help a lot. It does add a lot of noise, and it just makes our acid just look much much more natural after we have the trim edge, we can start adding some variation on some of the surfaces here. And it is just that. Like the main point of this is that never have straight edges, always avoid this kind of CG feeling that you get from modeling something with a very straight edge, like with very low polygons, it does help a lot. And, you can use a clay build up to to, you know, just break the surface even just between those two brushes, and it's going to look great. So with that, we will continue on the next one. 7. Sculpting tips for damage details: So after 20 minutes of sculpting, this is the result. And as you can see, it looks much better compared to our previous version. What we're going to do now is I'm going to give you some tips here. For example, here, I forgot to put the train brush. So you just need to do something like this very quickly. Okay. And the idea is to add some damage here. So the way to do this is you go to B, C, B to open your clay Buildup, and then you just out click and you will add some damage like this. And you can do the same here just like that. Okay. And when you're adding damage, make sure your mesh, when it's rotated, it looks different from one side to another. For example, here, I have some damage here in the middle, and here I don't, which is good. Here I have some, and here I have something different. So what you can do is to put that clay built up here, S. Until you sculpt it to add some damage. Another thing you can do is to go to B, D S just to check the dam standard. And once you do that, you can add some cracks here just like this. And usually we'll have a shape like this, something like that. I have some cracks. Have it a little bit nicer like that. Yeah. Just make sure it's waving. I like this. Okay, just like that. And so that way you can add some cracks. Okay, and continue to use the clay buildup. You can just add some damage here, just like this. Okay. So now that we have this, let's delete the morph target and store nema. So another thing we can do is to add some concrete damage. So if I go to F, you will see that I have something called flakes, which is great. So what I can do here is basically put the flakes here just like this. And this will do great to show the concrete damage, and then you can go to your train dynamic to make it Latin, just like this. Okay? This can help. And if you don't like it, just go to your morph target MG and just paint it again. So the flakes are a great brush to add some damage here. For example, like in these parts, you want to add some small damage. They have a little bit of noise here and there. So the flake brush is really good for that. You can see that it adds a little bit of small noise. And I can continue to add the flakes here to add some layers here to my bricks so that they have been chipped out and you can see the inside of it. And then with my brush when it's smaller, I can just come here and just sculpt this again just like this. Okay. Okay, so this will give me a much more realistic result. So I'm just going to keep doing this using flakes and I will show you how it looks like after I sculpt it. 8. Using the Flakes brush: So now we're going to be sculpting the surface detail, and the flakes brush just works wonders for us. If you use the flakes brush, it's kind of like a like undercover brush. A lot of people don't use it, but it's extremely useful for adding details to your surface. Now, the way you add this, you can use sculpt or holding out to just sculpt on the negative way. So it will add a lot of detail to the surface without actually breaking the forms. Like, it will give you this kind of concrete feeling. I like to use this brush a lot when when I'm doing some kind of concrete or these type of surfaces, where they have a lot of chips here and there, like, a lot of irregularities, and it just adds a lot. Now, you don't want to put it everywhere. Like, everything, you just want to add some damage here and there, maybe some areas with more damage than others, some areas without any damage at all. Like this kind of thing is just really works really well, especially when you increase the brush size like this. You can just start, you know, especially on surfaces that are, like, really flat like this, like the top, you can start adding, like, a lot of breaking the surface a little bit. And this is going to add a lot. It's not like that trim brush where it's going to change your silhouette, but it's going to change the surface treatment. Now, you can always add these kind of details with the textures. My recommendation is that you can add them here as well, but do not overdo it. You can see that I'm having some areas where I'm having quite a lot of noise. Like, I really like that. And maybe this one, for example, I'm not so sure about this, but we'll just go for it, I think. Just keep using the flax brush. Flex brush obviously very, very good with concrete type of surfaces. Is going to add a lot of detail to your architecture, especially when you want to sell this old and used feeling that is very popular in nothing is entirely new. Nothing is perfect. So this kind of imperfections add a lot to your work. So when you add this flex brush into your sculpt, you will feel like, you know, it's taking it to the next level. So the reason I'm showing you the flex is because a lot of people don't know about it. They know about the clay buildup. They know about the train brushes, the standard brush. And the flax looks like something that you almost never use. But in this case, for architecture, and you want to have kind of use filling, like a little bit old and everything. It adds a lot of a lot of detail. You can see this flat surface just by adding the flakes and add CAD and CSAP. It just adds a lot of value. So by just clicking here, just breaking the surface. I will help your asset to look very nice. Remember, every detail will count to make our asset look better, so just keep that in mind. D not underestimate the power of small details. 9. Sculpting with alphas: Oh, now that I add my flex, you can see I add much more detail to my mesh. Now, if I compare to the other one, for example, like this one, I can just click here. You can see the difference that adding the damage give. For example, I want to see it from here. If I put it like this, it looks very clean. But if I put this one, it looks much better. So the next thing I want to do is to sculpt with some Alphas. So I'm going to store a new morph target. I'm going to delete and store a new ones like that. And what I want to do is to import some brushes. So I have some from my art station here. I will put a link into ascription. This one is free. Example, you can get some brushes for your alphas. So, this one is great. Another one that is great is this one is the ornament kit tach. If you want to put ornaments in your environments. This one is not free, I believe, but it's very cheap. Everything inside, Art station is very affordable. It's not the final solution, but it has some really great resources there. So now that you can download this, I already download it and I will put it here. So I will be ST to track my sunder brush and then track rectangle. And now I need an Alpha. So if I put something like this, for example, you will see what it does. I can just grab this one and I will have the Alpha of this. So very simply, I will just import the ones I just download, and it comes with a bunch of those. Let me see maybe I can try this one. For example, or maybe the plaster. The plaster can be a nice one. So let's try the plaster. And now, if we put it here. Now, you will see this will give a lot of detail. So there is something we need to do. The first thing is, of course, we want to decrease the intensity, and we do that by changing that Z intensity. Let's put something like two, for example, and then let's drag it again. Okay, you cannot really see it, so let's put something like ten. Okay, here you can see it a little bit, okay? So that's one thing. But the problem with this is that we're adding noise everywhere. So this is where our morph target will come into play. So let's say I want to add some detail here, what I can do is to drag this like this, just like this. And then I can go with my morph brush with M and G, and I can just paint here which areas I don't want my detail. For example, I only want it in the bottom, so I can just leave it like this. I can just paint it slowly, and this will add a lot more detail. So let's go to our standard brush again with BST and let's track something like this, and then maybe something here, and then with our more brush, we will select which parts we want to have or detail. And here, we don't want to have I everything has a lot of detail, then our mesh will become very noisy. So let's import another one. I believe this was the we can try it up plaster, too, I think. Okay, it looks very different. So let's put something like five. And just like that, we can add some micro detail here with something like this. We can put something like 15. I will add a lot of detail, actually. So make sure you don't break the can add here if we want, but I don't think we're going to use it, but just in case we can then use morph target here. You can see it's very heavy this one. So you're aware of it like that, add some etl here. Like that, Let's put the intensity back to seven. Then with a morph target, paint with the intensity. This is only to add some micro detail. Let's go to another one to play with it, BST, and then here we will import another Alpha. Let's just check this one, the stone. Oh, this one is very nice, actually. So what I'm going to do is to put something maybe around here. Let's put the stone in the bottom. Let's decrease the intensity, something like eight. Okay. Something like that, that will help. Here we can also put it. I can also be very extreme and change the intensity here to something like 29, and you can see what it does actually. So if I press down, I will have a small hole, and then I can go to my morph target to fix this, go to standard. Back the intensity like this. Just want to add some detail whenever you can. Okay. Just like that. So by doing this, we have control over where we want to put the less details, and just by using some Alphas, we can add a lot more detail. Another thing you can do, and I'm not sure if I'm going to do this, but if I click Import, let's go to another Alpha I download, this one. And we can check, for example, something like this. It's one of the art station assets. I I shared. So if we do this, we can put it like this. If we want to put some ornaments here, we definitely can like this and we can rotate. So this will add a really nice detail. But before adding those, I want to check how it looks like in our wheel engine. So the next thing we're going to do is to export this and replace the one we have already in our game label. 10. Importing our column to Unreal Engine 5: So how are we going to export this asset is very simple. We just need to export this here. We can either do it like this or we can go to our plugins and only export the visible parts. In our case, we only have one subtle. This one we don't really use, only this one is the one that is visible. So if we go here to see plugin, then I go to FBX. I can use export visible subtols. FBF 2014 is fine. Then click Export and I will choose my column high polyhe and you're good to go. Your file is exported. So now that it's exported, we just need to go to unreal and we need to replace this asset. So the way we're going to do that, it's very simple. First, let's import our asset. So here we will import desktop and let's select our column hide poly Okay. And we can build a nanite if we want. And then do not create material. Everything should be okay. Like, import, and it will take a while to load because it's also building the nanite mesh of this one. And it's a really heavy asset. Like, if we take a look at the file size, let's go to here, export will be my column high poly. It's 46 megabytes versus the low poly one. It's this one. It's 200 kilobytes. So it's very, very heavy. So it's important the column, weight a little bit. And this is the thing about working with nan acids. You know, you gain a lot of performance and a lot of memory after, but importing still an issue because they are very heavy and you really want to think twice if you want to have the nanide workflow. For us, it works. So now that we have this, we just need to put our mesh here. And that's it. Now, this mesh is bigger. So we need to copy the scale and maybe paste it, dismiss this, paste the scale, and there you go. Now we have our nande acid here. So what I need to do now it to texture this. So we're going to do that next. 11. UV Mapping our asset inside Unreal Engine 5: Okay. So now that we have our column here, we just need to texture this. And we're going to do a very simple texture. I already have a material here. So before doing that, what I want to do is to go here and go to my activate modeling editing mode. So basically what this will do is to give me a bunch of modeling operations I can do inside real, and I can model, I can scope, I can change the UVs and a bunch of options. If you're interested in learning this, make sure you check our complete tutorial on how to model inside and real so you can be a master using these tools. For now, let's go to Edit to plug ins and go to modeling. Make sure you have this enable. Once you enable this, you just need to restart. And once it's restart, then you will have this option here. So if I click Shift seven or click here, I will have a bunch of options. Now, what I want to do is to make sure this one is the real size for my column. Because for B game, this is the size I will use. But now, if I drag this column again, for example, here, you will see that it's extremely small, and that's not really what I want. So I will delete this. And what I will do is I will use the modeling tools to make sure this scale is the one I'm going to use. So very simple, I just go to transform and then go to bake scale rotation and accept. And just by doing that, I will change the scale value, the default scale value because right now it is 2.3, and every time I drag the acid, I don't want to change the values. I know this is the scale I want, and I don't have any UVs for now, so I don't really need to worry about those, but we will create them later. So let's just wait for this. And it's going to take a while because it's a nanite asset. Okay. Now, it's long. Now, if I want to drag another mesh, for example, this one, I can just put it here and I will have my mesh. Okay? Now, what I'm going to do is to put this material here. So I'm going to here, and then when I click here to put the material. And actually, it's not working. What you can see is just the color, and all the detail is my sculpting detail. So to do a very quick UVs, I will just go to UV mode. And then click on wrap. Sorry, and click on project. Once we project the details, it will load. You can see we have our mesh here. And if you want to check how it looks like, go to material mode checkerboard, looks like it's a little bit stretch. So I'm going to put this to 0.5 maybe. And this looks much better. Everything looks very unified. So let's check our mature. So everything looks really nice, actually. And the nature of this acid, of course, allow us to use the box projection to texture this acid. So once you're happy with this, just click Okay. And it will take a while again to change the mesh because it's a very heavy one. But once you do that, we are finished. Okay, so now that this is finished, you can see we have our column here that it has more detail and also is using that it's having UV, so I can apply my material, and I could apply any material I want like this one or any other one, and it will just look nice. 12. Wrap up: So this concludes our course for Cash for environments and bringing our acid into real. You can really check here like our difference between these two assets. One doesn't have sculpting detail, another one has. You can check the silhouette. You can check all the details that we sculpt, and it really does make a difference. So you will see now in a second where I put a light. So you can see the details of the normals. So if I press L and click, you will see I have my light here. And I can just put it there and you can see the shadows. You can see all the details that we add on brush. They are actually helping us here when we put the light. Unlike this asset where we put the light here, and you know, we don't have a interesting shadow. So that's it for me, guys. I hope you enjoy this course. If you want to learn more from me, make sure to check my other courses. And I will see you in the next one. Bye and take care. And I hope to see your work there.