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Introduction to 3D Background Modeling Through Live-Action Scene Configuration by Ancall

Introduction to 3D Background Modeling Through Live-Action Scene Configuration by Ancall

Author:Ancall

Duration:40 lessons / 23 hours 47 minutes

Actual Duration:47h 31m

Release date:2021, September 24

Publisher:Coloso

Skill level:Beginner

Language:English

Exercise files:Yes

Software:3ds Max, ZBrush, Substance Painter, Unreal Engine

Course URL:https://coloso.co.kr/products/gamegraphic_ancall

Learn the full game-environment pipeline β€” 3ds Max, ZBrush, Substance Painter and Unreal Engine β€” and finish a realistic dungeon scene for your portfolio.

A complete, beginner-friendly 3D background pipeline in one class. Across 40 lessons / 23 hours 47 minutes, senior background artist Ancall takes you from tiny props (plate, pot, tongs) to a finished realistic dungeon scene in Unreal Engine β€” modeling, sculpting, texturing, level assembly and lighting, step by step.

🎯 What you’ll learn

  • Model small game props in 3ds Max β€” plate, pot, tongs, wall lamp, bars, walls, pillars and arches (Shell, FFD, Lathe, Boolean, TurboSmooth, hard-surface basics)
  • Sculpt detail and build additional dummies in ZBrush β€” brushes, alphas, masks, Surface Noise, Trim, Extract, tiled brick textures
  • Understand normal maps, shaders, low-poly retopology, Decimation Master and Unwrap UVW before texturing
  • Texture every asset by material in Substance Painter β€” bake by mesh name, ID maps, Filters/Generators, Smart Materials, Metal Edge Wear, Dirt
  • Import, assemble and present the scene in Unreal Engine 4.26 β€” LOD, collision, sRGB, parent/instance materials, Landscape, Foliage, lights, Reflection Capture, Fog, Vertex Paint, Decal, Megascans
  • Finish with post-process, effects, extra rock/plank sculpts, custom parent materials and a portfolio review
  • Judge density and balance in a scene β€” where to push detail and where to save effort, the way working background artists do

βœ… Requirements

  • Skills: Beginner-friendly β€” no prior background-art experience required; basic 3D navigation helps. The class teaches each tool’s interface from zero and pairs modeling theory with hands-on practice.
  • Tools: 3ds Max 2020 (2018+ OK), ZBrush 2021.6 (2021.6+ OK), Substance Painter 7.1 (7.1+ OK), Unreal Engine 4.26 (4.26+ OK). Lecture materials / project files included. Programs themselves are not provided β€” install separately.
  • Hardware: A PC that comfortably runs 3ds Max, ZBrush, Substance Painter and Unreal Engine 4 (discrete GPU, 16GB+ RAM recommended; follow Unreal’s recommended specs for 4.26).

πŸ“ Description

Background art has a lot of fragmented, scattered information β€” beginners burn most of their time just finding what to learn. This class fixes that by teaching the entire working pipeline in modeling > sculpting > texturing > leveling & lighting order, in a single 40-lesson curriculum.

You start with the smallest dummies β€” plate, pot, tongs, wall lamp, bars, walls and pillars β€” because game background artists really do model small props before composing whole scenes. 3ds Max covers the hard-surface foundation (Shell, FFD, Lathe, Boolean, Array, Path Deform, TurboSmooth); ZBrush adds detail and naturalism plus extra dummies that are faster to sculpt (bones, candles, tiled bricks); a dedicated low-poly/unwrap section explains what normal maps actually are and what should be baked versus modeled; Substance Painter then gives every dummy realistic PBR character via Base Color / Metallic / Roughness, bake-by-mesh-name, ID maps, generators and Smart Materials; finally Unreal Engine brings it all together β€” import, layout, Landscape/Foliage, lights, reflections, fog, vertex paint, decals, Megascans, LOD/collision/material setup, effects and post-process.

The course concept is a realistic (live-action style) dungeon: stone architecture, metal props, bone and candle dressing, cobwebs and broken stone for the final quality pass. A recurring theme is density and balance β€” seeing how your model actually reads in-engine and learning where to push value versus where to hold back, instead of working everything to the same flat level.

Bonus Section 08 adds the extras working artists always need β€” a mid-size rock and wooden planks sculpted and textured end-to-end, building reusable Unreal parent materials from core nodes β€” and closes with a portfolio session comparing job-seeker versus professional portfolios, with interview advice.

Original language is Korean (GBC release adds dub and official English subtitles). Class materials are included. Released Sep 24, 2021 on Coloso; product page lists 40 sessions at 23h 47m (GBC thread lists 23:46).

πŸ§‘β€πŸŽ“ Who this course is for

  • Beginners who feel stuck teaching themselves 3D background modeling and want a guided path from props to a full scene
  • Aspiring game background/level artists who want the real studio pipeline β€” modeling through lighting β€” in one place
  • 3D artists who know one tool but want the four-tool workflow (Max / ZBrush / Painter / Unreal) and per-material texturing judgment
  • Portfolio builders who want a finished realistic environment piece plus portfolio/interview guidance
  • Self-learners considering background work as a long-term career (the instructor discusses market outlook and day-to-day studio reality)

πŸ§‘β€πŸ« About the Author

Ancall (μ•ˆμ½œ, An Seong-ju) is a 3D background artist with 9 years in the industry, currently background team lead at PananaStudio, working as a background modeler and level artist. His credits span mobile and PC, realistic and stylized, back-view / quarter-view / side-scroll projects, including Smilegate’s Lost Ark, XLGAMES’ Civilization Online, NCsoft’s Lineage 2M, Nexon’s Project Overkill, Smilegate’s Project AK, and NX Studio’s Dragon’s Heart (용의 심μž₯). He runs the Ancall3D YouTube channel and has coached job-seekers through online tutoring, which shaped this class toward the questions beginners actually struggle with β€” especially reading a scene in-engine and managing effort across assets.

🏁 Final Result

  • A fully polished realistic-style 3D background scene (dungeon environment) assembled and lit in Unreal Engine β€” from small props through stone architecture to final lighting and post-process
  • A portfolio-ready environment piece demonstrating the complete pipeline: Max modeling, ZBrush sculpt, PBR texturing, in-engine leveling/lighting
  • Bonus assets and skills: sculpted/textured rock and planks, custom Unreal parent materials, Megascan/vertex-paint/decal integration
  • Portfolio judgment: how to present background work from applicant level to professional level, with interview pointers
Curriculum

πŸ“‹ Course content

  1. SECTION 01. Intro:  Instructor, course and pipeline overview
      1. Before the course begins β€” instructor & course intro, what background artists do, pipeline and software overview, setting the background concept
  2. SECTION 02. 3ds Max basics:  Interface and core modeling
      1. Interface β€” menus, modifiers, hotkeys
      1. MAX fundamentals β€” geometry, core selection functions
  3. SECTION 03. Dummy/prop modeling in 3ds Max + first Unreal setup:  Small props to full placement
      1. Plate β€” why we make dummies; Shell, Flow Connect, Ring and Loop, Remove, Grow/Shrink, TurboSmooth and hard surface
      1. Pot β€” Taper, FFD, Instance modeling, Boolean/ProBoolean, move-from-selection, Shape Merge, Swift Loop
      1. Tongs β€” Line tool, Soft Selection, Twist
      1. Wall-mounted lamp β€” Lathe, Create Shape From Selection, Array, Path Deform
      1. Mid-course dummy check β€” parent dummy setup, FBX export settings
      1. Unreal Engine basics β€” installing UE, menus and basic controls, import settings, groups, camera hotkeys
      1. Window bars β€” Crease, Arc
      1. Walls, pillars and arched structures β€” Bend, Mirror
      1. Live dummy placement in the engine β€” in-engine layout work
  4. SECTION 04. ZBrush sculpting:  Interface to detailed and additional dummies
      1. Interface β€” core menus, UI customization, Tool menu
      1. Basic controls β€” custom menus, Gizmo use, favorite brushes and hotkeys, loading brushes/materials, alphas for patterns, masks, groups, trim brushes, Extract, Mask Mesh
      1. Plate, pot, tongs β€” alpha brushes, Radial Symmetry
      1. Bars, wall lamp β€” Surface Noise, Merge Similar
      1. Pillar β€” Trim Smooth Border
      1. Arched structure β€” Bend Arc
      1. Wall β€” Lightbox Noise Makers, Mask By Noise
      1. Bones and candles β€” Depth
      1. Brick tiles β€” Offset, Wrap Mode
  5. SECTION 05. Low-poly and unwrap:  Normal maps and UVs
      1. Normal maps and shaders β€” what a normal map is, what to bake vs. model, shader/normal-map relationship
      1. UV work β€” Unwrap UVW, Decimation Master, Slice Plane
  6. SECTION 06. Substance Painter texturing:  Bake to per-material texturing
      1. Substance Painter basics β€” menus and controls, role of each map
      1. Bake β€” ZBrush FBX export, bake By Mesh Name, ID maps and Color Selection
      1. Plate, pot, tongs β€” Filters and Generators, Export Textures
      1. Wall lamp, bars β€” Alpha, Mask Builder and Mask Editor, Metal Edge Wear, UV Border Distance
      1. Brick and plaster tiles β€” building Smart Materials / Smart Masks, polish pass, Dirt Generator
      1. Pillars, arches, walls β€” Mask Shift
      1. Bones, candles β€” bone and candle materials
      1. Pre-engine prep β€” engine asset export, building low polys
  7. SECTION 07. Leveling and lighting in Unreal:  Scene assembly to final polish
      1. Engine setup β€” LOD, Collision, sRGB, Parent Material vs. Instance Material
      1. Leveling and lighting 01 β€” Landscape, Foliage, Light, Reflection Capture, Fog
      1. Leveling and lighting 02 β€” Vertex Paint, Decal, Megascan
      1. Post work β€” effects, post-process
      1. Wrap-up β€” closing words
  8. SECTION 08. Bonus skills for extra work + portfolio:  Rocks, planks, materials, portfolio review
      1. Rocks β€” mid-size rock from sculpt to texturing
      1. Wooden planks β€” planks from sculpt to texturing
      1. Building parent materials β€” core Unreal nodes
      1. On portfolios β€” from job-seeker portfolio to working-professional portfolio, with interview

πŸ“’ Guys, this is a Group Buy campaign, check the GBC forum thread to get access

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