Ad Clicks : Ad Views : Ad Clicks : Ad Views : Ad Clicks : Ad Views : Ad Clicks : Ad Views :
Oh Snap!

It looks like you're using an adblocker. Adblockers make us sad. We use ads to keep our content happy and free. If you like what we are doing please consider supporting us by whitelisting our website. You can report badly-behaved ads by clicking/tapping the nearby 'Advertisement' X text.

Environment Creation Techniques


Release date:2022, September


Skill level:Beginner


Exercise files:Yes

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

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

The 5 most important lessons:

  • How to get started creating 3D assets for fully immersive video game environments
  • How to take your environment art to a whole new level with advanced modeling and sculpting techniques
  • How to set up your 3D environmental assets and create a functioning game world in Unreal Engine 4
  • Tips for setting the mood and capturing the feeling of a given scene in your game
  • Plus more professional tips and best practices for environment artists working in game production
Watch online or Download for Free
01 Rapid Asset Creation

01 Developing Your Workflow-max
02 Brick Wall-zb
03 Managing Workflow- Zb & Max
04 Modeling Main Forms-max
05 Modeling Pipes Etc.-max
06 Applying Pipes And Exporting To Zb-max
07 Making Alphas-zb & Ps
08 Finishing Up Column-zb

02 Finishing the Column and Sculpting a Tree

01 Texturing The Concrete-1
02 Adding Damage & Plug-ins-2
04 Initial Tree Modeling In Max-4
05 Exporting The Tree To Zbrush-5
06 Sculpting The Trees Basic Details-6
07 Making Tree Branches In Max-7
08 Presenting The Tree Model-8
11 Presentation

03 Hard Surface and Mountains

01 Hard Surface Sculpting-1
02 Line Flow-2
03 Refining & Rending In Keyshot-3
04 Mountain Creation-4
05 Combining Assets To Create The Mountain-5
06 Refining The Sillouettes-6
07 Rendering In Keyshot & Concept Presentation In Ps-7

04 World Machine

01 World Machine Intro-1
02 Map Creation-2
03 Displacement & Texturing-3
04 Depth & Mood-4
05 Tiling Your Maps-5

05 Creating Plants and Leaves

01 Leaf Model In Max-1
02 Leaf Texture-3
03 Leaf Tiling Map-4
04 Leaf Troubleshooting-5
05 Branch Modeling In Max-6
06 Branch Zbrush-7
07 Branch Sculpting-8
08 Branch Finishing-9
09 Map Max And Photoshop-10
10 Texturing And Rendering-2

06 Creating a Mountain Scene

01 Mountain Generation & Scene Set Up-1
02 Refining The Scene & Asset Creation-8
03 Asset Refinement-9
04 All Things Maps-10
05 Logistics Of Arranging A Scene-11
06 Tweaking & Repurposing Elements-12
07 Refining Maps & Textures-13
08 Small Rocks, Grass, & Evaluating-14
09 Tree Trunk Sculpting-2
10 Uvs Textures & Maps-3
11 Plant Modeling-4
12 Plant Cards & Composition-5
13 Mushroom Creation-6
14 Photoshop & Mb Photolooks 2.0-7

07 Textures, Cracks, and Trees

01 Seamless Textures-1
02 Fractured Surfaces-2
03 Tree Branch Cards-3

08 Baroque Modeling

01 Baroque Modeling 101 Part 1-1
02 Baroque Modeling 101 Part 2-2

09 Advanced Hard Surface Techniques

01 Alternative Workflows For Hard-surface Assets Part 1-1
02 Alternative Workflows For Hard-surface Assets Part 2-2
03 Alternative Workflows For Hard-surface Assets Part 3-3

10 Creating an Urban Environment

01 Creating The Base For Your Work
02 Establishing Your Uvs
03 Finding And Using Useful Solutions
04 Finishing Your Textures In Photoshop-10
05 Creating Clean Edges And Combining Geo-11
06 Roughing Out Basic Compositions For Your Piece-12
09 Building A Sidewalk-13
10 Continuing To Build Environment Assets-2
11 Tweaking The Ground Plane-3
12 Cleaning And Tweaking Geo And Checking Reflections-4
13 Reusing Existing Models And Continuing To Model Scene Assets-5
14 Creating A Parking Meter With Sub D Modeling Techniques-6
15 Uving And Texturing The Parking Meter-7

11 Hard Surface Environments

01 Introduction To Hard Surface Modeling In 3ds Max-1
02 Utilizing Booleans-9
03 Designing With Functionality In Mind-10
04 Creating Kit Bashing Pieces-11
05 Utilizing Floating Objects-12
06 Clustering Detail-13
07 Spline Modeling-14
08 Contrasting Micro Forms Against Large Forms-15
09 Creating The Ceiling-16
10 Using Cylinders To Create Interesting Pieces-2
11 Topology Discussion-3
12 Keeping An Open Mind While Modeling-4
13 Kit Bashing-5
14 Plush Panel Modeling Technique-6
15 Using Uv Layout Part 1-7
16 Using Uv Layout Part 2-8

[Uartsy] Environment Creation Techniques.7z
[Uartsy] Environment Creation Techniques_Subtitles.7z

Join us on
  Channel    and      Group

  • Facebook
  • Twitter
  • Google+
  • Linkedin
  • Pinterest

Leave a Comment

Your email address will not be published. Required fields are marked *