Creating a Japanese 3D Environment in Unreal Engine 5
FastTrackTutorials, Premium 3D Art Education
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Leçons de ce cours
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1.
Introduction Trailer
3:16
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2.
02 Going Over The Project And Reference
8:30
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3.
03 Preparing Everything For Our Blockout
21:43
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4.
04 Creating Our Blockout Part1
29:35
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5.
05 Creating Our Blockout Part2
41:59
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6.
06 Creating Our Blockout Part3
31:43
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7.
07 Creating Our Blockout Part4
31:43
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8.
08 Creating Our Blockout Part5
43:31
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9.
09 Creating Our Blockout Part6
23:59
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10.
10 Creating Our Wood Material Part1
27:59
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11.
11 Creating Our Wood Material Part2
34:20
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12.
12 Creating Our Wood Material Part3
42:54
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13.
13 Creating Our Wood Material Part4
31:15
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14.
14 Optimization And Exposing In Substance Designer
37:39
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15.
15 Creating Our Rock Material Part1
55:54
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16.
16 Creating Our Rock Material Part2
22:13
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17.
17 Creating Our Rock Material Part3
44:28
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18.
18 Creating Our Rock Material Part4
29:13
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19.
19 Creating Our Rock Material Part5
19:35
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20.
20 Creating Our Stone Wall Material Part1
14:26
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21.
21 Creating Our Stone Wall Material Part2
18:02
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22.
22 Creating Our Stone Wall Material Part3 Timelapse
10:58
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23.
23 Creating Our Stone Wall Material Part4
16:31
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24.
24 Creating Our Stone Wall Material Part5 Timelapse
5:50
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25.
25 Creating Our Stone Wall Material Part6
24:02
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26.
26 Creating Our Stone Wall Material Part7
27:00
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27.
27 Creating Our Stone Wall Material Part8
19:19
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28.
28 Creating Our Stone Wall Material Part9
36:23
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29.
29 Creating Our Stone Wall Material Part10
17:09
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30.
30 Creating Our Stairs Part1
12:46
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31.
31 Creating Our Stairs Part2
18:28
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32.
32 Creating Our Stairs Part3 Timelapse
16:22
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33.
33 Creating Our Stairs Part4
23:31
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34.
34 Creating Our Stairs Part5
18:21
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35.
35 Creating Our Stairs Part6
15:02
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36.
36 Creating Our Stairs Part7
29:18
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37.
37 Creating Our Stairs Part8
20:15
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38.
38 Creating Our Stairs Part9
18:09
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39.
39 Creating Our Asset Master Material Part1
23:46
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40.
40 Creating Our Asset Master Material Part2
21:35
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41.
41 Creating Our Asset Master Material Part3
27:19
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42.
42 Creating Our Asset Master Material Part4
27:17
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43.
43 Creating Our Asset Master Material Part5
27:49
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44.
44 Creating Our Procedural Geomatry Moss
42:26
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45.
45 Creating Walls With Displacement Part1
21:23
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46.
46 Creating Walls With Displacement Part2 Timelapse
3:55
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47.
47 Creating Our Trims Part1
23:32
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48.
48 Creating Our Trims Part2 Timelapse
16:05
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49.
49 Creating Our Trims Part3 Timelapse
4:41
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50.
50 Placing Our Pavement Planes
23:10
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51.
51 Creating Our Door Part1
35:09
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52.
52 Creating Our Door Part2
33:20
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53.
53 Creating Our Door Part3
20:01
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54.
54 Creating Our Door Part4
34:09
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55.
55 Creating Our Door Part5
41:43
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56.
56 Creating Our Metal Details Part1
61:24
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57.
57 Creating Our Metal Details Part2
15:55
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58.
58 Uv Unwrapping Our Base Door
19:00
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59.
59 Finalizing Our Base Door
8:41
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60.
60 Creating Our Roof Part1
33:19
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61.
61 Creating Our Roof Part2
38:57
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62.
62 Creating Our Roof Part3
17:34
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63.
63 Creating Our Roof Part4
34:04
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64.
64 Creating Our Roof Part5
22:05
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65.
65 Creating Our Roof Part6
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66.
66 Creating Our Roof Part7
35:11
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67.
67 Creating Our Roof Part8
50:03
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68.
68 Creating Our Roof Part9
24:24
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69.
69 Creating Our Roof Part10 Timelapse
10:07
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70.
70 Creating Our Roof Part11 Timelapse
13:34
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71.
71 Creating Our Roof Part12
28:48
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72.
72 Finalizing Our Main Door Mesh
20:36
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73.
73 Texturing Our Door Part1
38:06
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74.
74 Texturing Our Door Part2
45:48
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75.
75 Texturing Our Door Part3
22:07
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76.
76 Texturing Our Door Part4
26:27
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77.
77 Texturing Our Door Part5 Narrated Timelapse
20:32
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78.
78 Creating Our Metal Details
42:00
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79.
79 Creating Our Side Walls Part1 Timelapse
27:37
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80.
80 Creating Our Side Walls Part2 Timelapse
11:10
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81.
81 Creating Our Side Walls Part3 Timelapse
30:16
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82.
82 Creating Flat Stones Part1 Timelapse
16:22
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83.
83 Creating Our Landscape
23:58
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84.
84 Creating Our Trees Part1
43:08
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85.
85 Creating Our Trees Part2
25:23
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86.
86 Creating Our Trees Part3
26:21
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87.
87 Creating Our Tree Variations Timelapse
8:29
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88.
88 Creating Our Shrubs Part1
47:04
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89.
89 Creating Our Shrubs Part2 Timelapse
8:38
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90.
90 Creating Our Grass
22:33
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91.
91 Doing Our First Lighting Pass
45:13
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92.
92 Creating Our Lights Part1 Timelapse
26:50
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93.
93 Creating Our Lights Part2 Timelapse
26:38
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94.
94 Importing Additional Assets Timelapse
6:37
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95.
95 Scattering Our Details Part1
30:30
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96.
96 Scattering Our Details Part2
18:10
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97.
97 Scattering Our Details Part3
33:48
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98.
98 Creating Our Decals
19:22
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99.
99 Adding Cameras And Planning Polishing
12:31
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100.
100 Polishing Our Scene Part1 Timelapse
30:42
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101.
101 Polishing Our Scene Part2 Narrated Timelapse
21:25
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102.
102 Final Optimizations And Polish
22:46
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Le niveau est déterminé par l'opinion majoritaire des apprenants qui ont évalué ce cours. La recommandation de l'enseignant est affichée jusqu'à ce qu'au moins 5 réponses d'apprenants soient collectées.
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apprenants
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À propos de ce cours
Japanese Game Environment – In-Depth Tutorial Course
Learn how a professional environment artist works when creating environments for games & cinematics. In this course you will learn from start to finish how to create a high quality environment including everything from modeling, sculpting, material creation, engine setup and lighting.
3DS MAX, SUBSTANCE, ZBRUSH AND UNREAL ENGINE 5
This course will cover a very large number of topics, but the biggest topics are as followed:
- Doing project planning and creating proper blockout scenes.
- Creating assets that make extensive use of Nanite.
- Creating an advanced shader that allows for highly optimized textures.
- Creating tileable materials using both Zbrush and Substance 3D Designer.
- Creating unique textures using Substance 3D Painter.
- Doing level art, lighting and post effects in unreal engine 5.
- Using advanced Displacement & Scattering techniques to add real displaced textures, moss & leaves.
- Creating high quality foliage assets.
- Various techniques on creating an optimized scene.
And so much more.
The general takeaway of this course is that at the end, you will have the knowledge on how to create exactly what you see in the images, and you can apply this knowledge to almost any type of environment.
43+ HOURS!
This course contains over 43+ hours of content – You can follow along with every single step – This course has been done 100% in real-time with narration except for a few timelapses for very repetitive tasks.
This course has been divided up into easy-to-understand chapters. We will start the course off by planning our environment and creating our blockout assets.
During this time we will already design our entire level layout.
After this we will first create all of our tillable materials using Substance 3D Designer.
Then we will focus on taking our assets to final, in these stages you will learn everything from modeling in 3ds max (you are able to use your own preferred modeling software), sculpting in Zbrush, UV-Unwrapping in RizomUV and texturing in Substance 3D Painter.
We will then focus on getting all of our final models and textures in Unreal Engine and implementing them in our scene.
We will also be creating an advanced material that allows us to basically render our textures at extremely low resolutions while keeping a high res feel for great performance.
After this is done, we will start focusing on doing our first lighting pass, creating some additional assets and taking our scene closer to final.
We will then go over some advanced scattering techniques which along with the power of nanite allows us to render actual geometry moss and leaves.
Finally, we will finish up by creating some simple foliage, polishing up our scene and optimizing our scene further, take some final screenshots and then this environment is completed.
SKILL LEVEL
This game art tutorial is considered a more advanced course and we require students to have familiarity with a 3d Modeling tool, Zbrush and Unreal Engine 5 – Everything in this tutorial will be explained in detail but we will not be going over the basics of the software mentioned below.
TOOLS USED
- Unreal Engine 5
- 3DS Max (you are able to use other modeling software)
- SpeedTree
- RizomUV
- Marmoset Toolbag 4
- Substance Designer
- Substance Painter
- Zbrush
- GraphN
Please note that most techniques used are universal, so they can be replicated in almost any 3D software like Maya & Blender.
YOUR INSTRUCTOR
Emiel Sleegers is a lead environment artist and owner of FastTrack Tutorials. He’s worked on games like The Division 2 + DLC at Ubisoft, Forza Horizon 3 at Playground Games, and as a Freelancer on multiple projects as an Environment Artist and Material Artist.
SOURCE FILES
All Source Files are included in this course except for some megascans and other small addon assets.
CHAPTER SORTING
There’s a total of 102 videos split into easy-to-digest chapters. (MP4 - 2560x1440px)
All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
Rencontrez votre enseignant·e
At FastTrackTutorials, we are passionate about empowering creators in the 3D art industry. We specialize in developing and publishing high-quality tutorial courses and learning content designed to help you master the art of 3D design. In addition to our educational offerings, we also operate as an outsource studio, delivering top-tier 3D environments, assets, and materials to meet the needs of our clients.
Explore our website to discover our full range of courses, each crafted to provide you with the skills and knowledge to excel in the 3D art world. Whether you're just starting out or looking to enhance your expertise, we're here to support your learning journey.
Voir le profil completProjet de cours pratique
The focus of this course is to create a Japanese-style environment using Unreal Engine 5, 3ds Max, and ZBrush.
Each chapter will provide valuable knowledge and hands-on experience. If you want to master the process of creating Japanese environments from start to finish, we highly recommend completing the entire course.
Our course will guide you step-by-step on how to create the environment showcased in our trailer and images. By the end of this class, your ultimate goal is to design a similar Japanese environment that reflects your personal style and creativity.
We recommend as a goal to reach is to build a real-time Japanese-style environment in Unreal Engine 5 and export high-quality renders similar to the images below.
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