Tier 4
everything in lower tiers, plus:
40 assets
$55
Creating Hero Assets for Games & Cinematics
Create a high quality hero asset for games and cinematics from start to finish in Blender, ZBrush, Substance and Marmoset Toolbag. Covers planning and blockout, low and high poly modeling, sculpting, UV unwrapping, texturing and rendering.
Learn how a professional prop artist works when creating assets for games & cinematics. In this course you will learn from start to finish how to create a high quality game asset including everything from Modeling, Sculpting, UV-Unwrapping, Texturing, Rendering and more.
BLENDER, SUBSTANCE, ZBRUSH AND MARMOSET TOOLBAG
This course will cover the complete process from start to finish on how to create hero assets for games. Some of the main topics we will cover are as followed
Proper project planning and creating a blockout of our asset.
Creating the low poly version.
Creating the base high poly version.
Sculpting any additional damages and details on our high poly.
Efficiently UV-Unwrapping and baking our model.
Creating our textures in multiple stages, Starting with height details, then base colors, then material definition and some final polish.
Rendering our asset in Marmoset Toolbag and creating final screenshots.
We will also cover a lot more information in-between these main topics.
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 asset not just hero assets but also simple production assets.
20+ HOURS!
This course contains over 20+ 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. However even the timelapsed chapters have narration.This course has been divided up into easy-to-understand chapters. We will start the course off by planning our asset and creating the blockout for proper scale and shape definition.
We will then start turning this blockout into a high quality low-poly model in which we will be using weighted normals for proper baking and smoothing.
Finally we will duplicate our low-poly and turn it into a high poly mesh. Of that mesh we will prepare some elements for Zbrush in which we can sculpt some additional damage details.
Once that is done we will UV-Unwrap our model and bake the high to low poly textures.
Then we will move over to Substance 3d Painter in which we texture our asset. Starting with creating the height map only details. Then we will move on to defining the base colors and finally we will refine and polish our texture.
We will end the course with setting up our asset in Marmoset Toolbag and creating some final render screenshots.
SKILL LEVELThis game art tutorial is considered a intermediate course and we require students to have some familiarity with a 3d Modeling tool, Zbrush and Substance Painter – Everything in this tutorial will be explained in detail but we will not be going over the very basics of the software mentioned below.
TOOLS USED
Blender
Zbrush
Substance Painter
Marmoset Toolbag 4
Please note that most techniques used are universal, so they can be replicated in almost any 3D software like Maya & 3DS Max.
YOUR INSTRUCTORKobus Viljoen is a 3D Prop Artist currently working for FastTrack Studio, where he is responsible for creating high-quality assets for various un-announced projects.
CHAPTER SORTINGThere’s a total of 20 videos split into easy-to-digest chapters.All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
SUBTITLESSubtitles are offered for this tutorial in English, Spanish, and Chinese.Please note the subtitles are auto generated and might not always be 100% accurate.
Tier 3
everything in lower tiers, plus:
39 assets
$50
Creating City 3D Environments for Games
Build a large city environment for games in 3ds Max, Substance Painter and Unreal Engine. Covers project planning and scale, modular buildings, efficient assets, procedural and photoscanned materials, level art, lighting and optimisation.
3DS MAX - SUBSTANCE PAINTER - UNREAL ENGINE
For the modeling of this course we are using 3DS Max, HOWEVER we use universal techniques meaning you can easily replicate our results in your preferred software like blender or maya as long as you know the basics of that software.
We will start the course off by planning our environment and using real-life mapping data to ensure we have a correct layout and scale.
Next, we will work on creating a modular road system and place all our roads in unreal.
After this, We will be creating all of our modular building blockouts and already place them in Unreal Engine to ensure we have every piece we need to create a large city scene.And once we have a solid looking blockout we go through the process of turning all of our modular blockouts to final meshes.
We will also create any textures we might need from plastic & metal to tarmac using various techniques including procedural texture creating in substance painter and photogrammetry scanning.We will even create a simple fake interior shader for unreal to make it seem like our buildings have interiors.
Throughout this process we keep going back and forth between Unreal and our other programs to ensure everything is working correctly.
Finally, we will show you how to quickly create and texture assets using Weighted Normals. In this case the model of a bench and after that we will do the final level art of our scene in which we will be using some additional already existing assets and materials.We will finish the environment off with a quick optimization and polishing chapter.
18+ HOURS!This course contains over 18+ hours of content – You can follow along with every single step – There is only a minimal amount of timelapses to speed up repetitive parts. At the end of this course you should be extremely efficient in creating city and other 3d environments.
PROJECT FILESThis tutorial comes with all the project files including the buildings and additional assets you see in the scene. (note that not all assets and materials used are made during this tutorial course)
SKILL LEVELThis course is best for an intermediate skill level, it is essential to have a good understanding of the software listed. We do provide a keyboard shortcut overlay while explaining the process, so hopefully everyone can join along. But without knowing how to use the programs we use it might be difficult to follow along.
TOOLS USED
3DS MAX
Substance 3D Painter
Substance 3D Designer
marmoset Toolbag
Photoshop
Unreal Engine 5.6+
YOUR INSTRUCTOREmiel Sleegers is a lead 3d 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, Prop Artist and Material Artist.
CHAPTER SORTINGThere’s a total of 44 videos split into easy-to-digest chapters. All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
SUBTITLES Subtitles are offered for this tutorial in English, Chinese and Spanish. Please note the subtitles are auto generated and might not always be 100% accurate.
Modular Building Creation For Games | Volume 1
Learn how a professional environment artist plans and builds modular buildings for games, from detailed planning to modular pieces, materials and Unreal Engine level art. Modeling is shown in 3ds Max with bonus files for Blender.
3DS MAX/BLENDER - SUBSTANCE PAINTER - UNREAL ENGINE
Update: We have added additional bonus files on how to also do the modeling of the modular pieces in Blender.
We will start with making a detailed planning of our building. After this, the modeling of our modular pieces will be done using 3DS Max - HOWEVER We made sure to use universal techniques so as long as you know the basics of your preferred software (Blender, Maya, Etc.) you should be able to follow along just fine.
For our texture creating we will be using Substance Painter to ensure everyone can follow along even through it involves tileable texture creation (instead of using Substance Designer)
And the rest of the setup will happen in Unreal Engine with a little bit of work in Photoshop.We will also show how you can make both basic interiors next to the exterior building.
10+ HOURS!This course contains over 10+ hours of content – You can follow along with every single step – There is only a minimal amount of time lapsing to speed up repetitive parts and in some of the bonus content. At the end of this course you should be extremely efficient in creating modular buildings.
PROJECT FILESThis tutorial comes with all the project files including the building and additional assets you see in the scene.
SKILL LEVELWhile this course is suited for all skill levels, it is essential to have a basic understanding of the software listed. I do provide a keyboard shortcut overlay while explaining the process, so hopefully everyone can join along. But without knowing how to use the programs we use it might be difficult to follow along.
TOOLS USED
3DS MAX
Substance 3D Painter
Photoshop
Unreal Engine 5.4
YOUR INSTRUCTOREmiel Sleegers is a lead 3d 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, Prop Artist and Material Artist.
CHAPTER SORTINGThere’s a total of 21 videos split into easy-to-digest chapters. All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
SUBTITLES Subtitles are offered for this tutorial in English, Chinese and Spanish. Please note the subtitles are auto generated and might not always be 100% accurate.
Sci-Fi Stylized Character Art Course - Part 02 - Game-Ready
Part two takes the high poly sci-fi character from Part 1 to game ready: hand remeshing, UV unwrapping, baking, texturing in Substance Painter, rigging, posing and final renders in Marmoset Toolbag. Modeling work is done in Blender.
Character based on the concept of Nula
BLENDER, SUBSTANCE PAINTER, MARMOSET TOOLBAGThere is a lot that will be covered in this course, but the main topics are as follows:
Turning a high poly character into low poly & game ready by remeshing it by hand.
Creating efficient UV Maps for our character.
Baking textures from high to low poly.
Texturing our stylized character.
Rigging & Posing our character.
Creating final renders of our character.
And much more.
In this course, you will learn everything you need to know to create the final results that you see in the images and trailers. Next to this, the same techniques can be applied to almost any type of character,
39+ HOURS - Everything Done In Real-Time! This course contains over 39+ hours of content just for the part 2 – You can follow along with every single step – The course has been created completely in real-time & narrated.
WHERE IS PART 1?You can find Part 01 on our store. In this part we will cover how to sculpt a high poly stylized character completely in Zbrush.
SKILL LEVELThis game art tutorial is perfect for artists with intermediate expertise in the programs mentioned – Everything in this tutorial will be explained in considerable detail. However, if you have never touched Blender or Substance Painter before, we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on YouTube or paid on this very website)
TOOLS USED
Zbrush 2021+
Blender
Substance Painter
Marmoset Toolbag
YOUR INSTRUCTORMarcos Emilio Cuesta is a skilled 3D Character Artist with more then 3 years of experience working in the game industry.
CHAPTER SORTINGThere’s a total of 48 videos split into easy-to-digest chapters.All the videos are numbered to make it easy to find exactly the ones you want to follow. (please note that the numbering starts at 44 since the previous course left off at this part)
SUBTITLESSubtitles are offered for this tutorial in English, Spanish, and Chinese.Please note the subtitles are auto-generated and might not always be 100% accurate.
Character based on the concept of Nula
Creating Low-Poly Stylized 3D Weapons - In-Depth Tutorial Course
Create a stylized low poly weapon from start to finish with ZBrush, Blender, Substance Painter and Marmoset Toolbag, based on the work of Nula. Covers sculpting, retopology, UV unwrapping, baking, texturing and final renders.
Learn how a professional prop/character artist works in creating a stylized low poly weapon from start to finish. You’ll learn techniques like Zbrush modeling & Sculpting, Retopology, UV Unwrapping & Baking, Texturing and making final renders, and more!
This tutorial is based on the amazing work from Nula
ZBRUSH, BLENDER, SUBSTANCE PAINTER, AND MARMOSET TOOLBAGThe majority of the modeling and sculpting will be done using Zbrush. Starting with creating the initial blockout mesh directly in zbrush and refining it to a final model while following our concept art. After that we will focus on doing a low-poly retopology using Blender and also doing our UV Unwrapping inside of Blender. Next we will focus on preparing and baking our texture maps using Substance Painter and then we will move onto creating unique stylized textures also using Substance Painter.
We will finish the course off by making some final renders for our portfolio using Marmoset Toolbag 5.
29+ HOURS!This course contains over 29+ hours of content – You can follow along with every single step – This course has been done 100% in real-time and does not contain any timelapses.
With this course you will learn the essentials on creating assets completely from scratch using Zbrush and on how to utilize additional tools to create final, game-ready stylized assets.
SKILL LEVELThis course is intended for intermediate artists, it is essential to have a basic understanding of the software listed. We do provide a keyboard shortcut overlay while explaining the process. But this course will not cover the basics of the tools mentioned below.
TOOLS USED
Zbrush
Blender 3D
Substance 3D Painter
Marmoset Toolbag
YOUR INSTRUCTORMarcos Emilio Cuesta is a skilled 3D Character Artist with around 3 years of experience working in the game industry.
CHAPTER SORTINGThere’s a total of 34 videos split into easy-to-digest chapters. All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
SOURCE FILESAll the project source files including the final weapon are included in this course.
SUBTITLES Subtitles are offered for this tutorial in English, Chinese and Spanish. Please note the subtitles are auto generated and might not always be 100% accurate.
Creating Stylized 3D Environments for Games - Tutorial Course
Justin Wallace builds a stylized environment in Unreal Engine 5 with Blender, Substance and ZBrush, based on the work of John Wallin Liberto. Covers modular modeling, procedural texturing, prop sculpting, colour theory, stylized foliage, shaders and lighting.
Learn how a professional environment artist works when creating environments for games and cinematics with Justin Wallace. You’ll learn techniques like Modular Modeling, Procedural Texturing, Prop Sculpting, Color Theory, Stylized Foliage, Level Art & Composition, Advanced Shader Creation, Lighting, and more!
This tutorial is based on the amazing work from John Wallin Liberto
BLENDER, SUBSTANCE DESIGNER / PAINTER, ZBRUSH, AND UNREAL ENGINE 5The Modeling will be done in Blender, along with foliage modeling via the Treebox add-on. The Materials will be authored with Substance Designer & Paintbox 2. Foliage Cards will be drawn in Photoshop. Prop sculpting will be done in Zbrush & textured with Substance Painter. The environment will be designed, shaded, lit, and rendered with Unreal Engine 5.
The Modeling & Sculpting process in Blender & Zbrush can be replicated in the modeling package of your choice. The same goes for Photoshop, where any drawing application will work. Substance Designer, Substance Painter, & Unreal Engine are critical, however.
In this course, you will learn everything you need to know to create the final results that you see in the images and trailers (excluding particles). This course is designed to give you an incredibly strong foundation in environment art workflows and replicating concept art for video games and cinematics. The goal of this course is to achieve a strong understanding of the entire environment art workflow while building a game environment ready for your art portfolio to level up your career.
TREEBOX & PAINTBOX 2Developed alongside this course over many months, Shin’s TREEBOX & PAINTBOX 2 are game development tools designed specifically to make foliage and material creation for stylized environments faster and more fun. Only the BASE versions were used in the course, so just the essentials! Install TREEBOX into Blender to get an instant procedural tree creation tool that can convert itself into a game object in one click! Then use PAINTBOX 2 to rapidly iterate painterly materials in Substance Designer to save precious time and make experimenting in designer much more natural. These tools are essential to take us to the final result in this concept art.
When getting this course you will get an automatic 25% off on the plugins!TREEBOXPAINTBOX 2
14+ HOURS!This course contains over 14+ hours of content – You can follow along with every single step – There is only a minimal amount of time lapsing to get through the “loading screens” of the game development process. This course has been rehearsed, practiced, and edited to maintain a quick but efficient pace and give students the absolute most! No wasted time: Learn the concept, copy the instructor, explore your own concepts, and move onto the next info packed lesson.
We’ll learn to match concept art with a perspective matching tool in Blender, and then take it into Unreal to create our concept landscape, composition, and first lighting pass. Then we take a deep dive into both Substance Designer & PAINTBOX 2 to create 10 beautiful tiling painterly materials with PBR qualities to bring a unique and stylized look to any professional CG scene.
We switch over to learning about the “high-to-low” game asset workflow by Blocking, Sculpting, UV mapping, & Baking a small collection of Rock assets to populate our scene. We’ll then use Photoshop, Blender, & TREEBOX to create a lush collection of stylized grass, flowers, and procedurally generated bushes and trees for our environment.
Then, we crack our knuckles and get ready for a modular modeling marathon and to create a beautiful villa set piece while we learn more about Procedural Modeling, Texel Density, UV Mapping for Tileables, & Particle Systems.
Finally, with our asset collections completed, we go back into unreal to learn how to take a scene from a boring blockout into a masterful painterly scene by developing a collection of flexible, powerful, and modern shaders that allow you to take complete artistic control over your scene while being lightweight enough to allow you to stay competitive and fast as an artist. After polishing our assets with the material instances, creating our scene becomes as easy as LEGO bricks, and allows you to be much more creatively inclined as an artist.
The workflows in this course encourage you to bring your inner artist out while learning a ton of technical tricks as well. It doesn’t get much better than that.
SKILL LEVELWhile this course is suited for all skill levels, it is essential to have a basic understanding of the software listed. I do provide a keyboard shortcut overlay while explaining the process, so hopefully everyone can join along. I would personally encourage finding an environment art course that is advertised for beginners before becoming a stylized master with this course.
TOOLS USED
Blender 3D (+ Treebox Blender Add-On)
Substance 3D Designer (+ Paintbox 2 Designer Add-On)
Substance 3D Painter
Photoshop
Zbrush
Unreal Engine 5
YOUR INSTRUCTORJustin Wallace is a 3D Freelance Artist & 3D Art Instructor in the Games Industry with over 5 years experience. Justin runs a YouTube Channel @ShinGidora where he shares his knowledge on 3D Environment Art while building tools and courses for the Indie Game community. He is diligently building his portfolio so he can bring his style to the AAA industry as well. Thank you for taking this course and supporting both FastTrackTutorials and Justin!
CHAPTER SORTINGThere’s a total of 41 videos split into easy-to-digest chapters. All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
SUBTITLES Subtitles are offered for this tutorial in English, Chinese and Spanish. Please note the subtitles are auto generated and might not always be 100% accurate.
Stylized Character Art Course
The complete process of creating a stylized 3D character for games, from high poly in ZBrush to retopology, UVs and rigging in Blender. Textured in Substance Painter and rendered in Marmoset Toolbag 5.
BLENDER, SUBSTANCE PAINTER, ZBRUSH, MARMOSET TOOLBAG 5We will create the High-Poly inside Zbrush, - Retoplogy, UV's and rigging will be done in Blender3d. Next to this, we will also use Substance Painter to create unique textures, and we use Marmoset Toolbag 5 to do the lookdev and rendering!
In this course, you will learn everything you need to know to create the final results that you see in the images and trailers. Next to this, the same techniques can be applied to almost any type of 3d characters.
55+ HOURS!This course contains over 55+ hours of content – You can follow along with every single step – The course does enclose 2 small-time lapses, this is just to speed up very repetitive tasks, the rest is done in real-time.We will start by going over our reference and then we dive right in and create a blockout of our character in Zbrush. we will then turn our blockout models into refine High poly.Once we are done with our high poly, we are going to export it to Blender to start doing the retopology and UVs process.
We will then go to Substance Painter to do the baking, and we will use Photoshop to fix some baking issues. Once that’s done we will start doing the textures for our model in Substance Painter and we are going to do the lookdev inside Marmoset Toolbag 5. After, will go back to blender to do a basic rig to make an interesting pose for our character.Finally we will go over on how I made the render scene and how to make high resolution renders inside Marmoset Toolbag 5SKILL LEVELThis character art tutorial is perfect for students who have some familiarity with a 3d Modeling tool like Blender, Substance Painter, Zbrush and Marmoset Toolbag 5 – Everything in this tutorial will be explained. However, if you have never touched any modeling or texturing tools before we recommend that you first watch an introduction tutorial of those programs.
TOOLS USED
Blender
Substance 3D Painter
Marmoset Toolbag 5
Zbrush
Photoshop 2024
YOUR INSTRUCTORMarcos Emilio Cuesta is a skilled 3D Character Artist with around 3 years of experience working in the game industry.
CHAPTER SORTINGThere are a total of 80 video chapters.All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
SUBTITLESSubtitles are offered for this tutorial in English, Chinese, and Spanish.Please note the subtitles are auto generated and might not always be 100% accurate.
Creating Game-Ready Weapons Using Blender & Substance Painter
Create a high quality game ready weapon from reference gathering to final render using Blender, Substance Painter and Marmoset Toolbag. Covers high and low poly modeling, optimised UVs, baking and texturing.
BLENDER, SUBSTANCE PAINTER & MARMOSET TOOLBAGThis course will cover the entire process of creating gam-ready weapons which includes topics like:
Project planning and gathering references.
Creating the High Poly version of our weapon & sight
Creating the Low Poly version of our weapon
Creating optimized UV's
Baking our weapon
Texturing our weapon
Final rendering
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 model/weapon.
37+ HOURS!This course contains over 37+ hours of content – You can follow along with every single step – This course has been done in real-time with narration except for a few timelapses for repetitive tasks.This course has been divided up into easy-to-understand chapters.
We will start the course off by gathering references and dive straight into creating the blockout of our weapon. This blockout will he at high fidelity meaning it is the most important part of the course and will give way for the weapon shape, details and proportions.
We will then continue to turn our blockout into a High-Poly weapon along with maintaining a Low-Poly version. For this we will use a mix of Blender & Zbrush.After this we will create the UV's for our weapon along with baking from High to Low Poly. The UV's will be done using RizomUV and the baking will be done using Marmoset Toolbag.
Finally we will create all the textures using Substance Painter and render everything our in Marmoset Toolbag.
SKILL LEVELThis game art tutorial is considered an intermediate course and we require students to have familiarity with a 3d Modeling tool and Substance Painter – 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
Blender
Zbrush
Marmoset Toolbag 4
Substance Painter
RizomUV
Please note that most techniques used are universal, so they can be replicated in almost any 3D software like Maya & Max.
YOUR INSTRUCTORSam Coppola is an professional weapon artist currently working at Tripwire Interactive. He has worked on various games including "Killing Floor 3" and as a Freelance Artist.
SOURCE FILESAll Source Files are included in this course.
CHAPTER SORTINGThere’s a total of 68 videos split into easy-to-digest chapters.All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
SUBTITLESSubtitles are offered for this tutorial in English, Spanish, and Chinese.Please note the subtitles are auto generated and might not always be 100% accurate.
Creating 3D Asset for Game/Production Studios
Learn how assets are actually produced inside game and production studios, including request briefs, Jira, Confluence, Miro and Notion, and the quality versus speed trade off. The asset itself is built in 3ds Max, ZBrush, Substance and Unreal Engine 5.
3DS MAX, SUBSTANCE, ZBRUSH AND UNREAL ENGINE 5This course will cover a large number of topics, but the biggest topics are as followed:
Showcasing what request briefs are and how to use them.
Showcasing Jira. Which is a common site used to track content during production.
Showcasing how to use sites like Confluence, Miro and Notion
Discussing Quality vs Speed
Gathering references and creating a blockout asset
Showcasing the entire creation process of an asset from high to low poly modeling, unwrapping, baking and texturing
Showcasing how feedback is usually given in studios
Setting up assets in Unreal Engine 5
And we will also include multiple bonus chapters on how to create various different assets using different techniques.
The general takeaway of this course is that at the end, you will have in-depth knowledge on what to expect when you start working for an actual game or production studio. Not just how to create assets but also what kind of internal tools and workflows to expect
19+ HOURS!This course contains over 19+ 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. For the actual asset modeling we will be using 3ds Max for the real-time chapters however we have also included a timelapse on how to create the asset in blender.Next to this we use RizomUV for the UV unwrapping, marmoset for baking and previewing and substance painter for the texturing
SKILL LEVELThis tutorial is intended for beginner to intermediate artists. Please note that the focus of this course is not on the basics of asset modeling so those chapters might be a bit hard to follow for beginners– However, everything in this tutorial will be explained in detail.
TOOLS USED
Unreal Engine 5
3DS Max (you are able to use other modeling software)
RizomUV
Marmoset Toolbag 4
Substance Painter
Zbrush
Please note that most techniques used are universal, so they can be replicated in almost any 3D software like Maya & Blender.
YOUR INSTRUCTOREmiel Sleegers is a lead environment artist and owner of FastTrack Studio. 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.
CHAPTER SORTINGThere’s a total of 38 videos split into easy-to-digest chapters.All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
SUBTITLESSubtitles are offered for this tutorial in English, Spanish, and Chinese.Please note the subtitles are auto generated and might not always be 100% accurate.
Creating Sci-Fi Environments for Games
Create a high quality sci-fi environment for games and cinematics in 3ds Max, Substance and Unreal Engine 5. Covers planning and blockout, trim sheets, large assets with tileable materials and weighted normals, engine setup and lighting.
Project planning and creating a proper blockout scene.
Creating Trim Sheets to give our models more detail.
Creating huge assets that use only tileable materials and weighted normal.
Creating the tileable materials for those huge assets using Substance Designer.
Creating custom decals to add more detail to our scene.
Creating models with unique textures.
Doing level art, lighting, composition and post effects in unreal engine 5.
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.
21+ HOURS!This course contains over 21.5+ hours of content – You can follow along with every single step – This course has been done in real-time with narration except for a few timelapses for repetitive tasks. However even the timelapsed chapers have also been included in real-time as a bonus.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.
Once that is done we will first create our materials and trim sheets so that we can use them on our models. We will teach you how to create highly reuseable materials and details. For example this entire scene only uses one metal texture!
Finally when we have everything prepared we will create all of the final assets. We will also later on create some small unique assets that will contain unique textures made in Substance Painter.having everything prepared we will replace our blockout in Unreal Engine 5 with our final assets, set-up our materials and place additional assets we downloaded from Megascans or other marketplaces to add some more life to our scene.
We will then continue by creating our custom decals which will make our scene look 10x better and we finish things off with the final lighting, post effects and some polishing.
SKILL LEVELThis game art tutorial is considered an intermediate course and we require students to have familiarity with a 3d Modeling tool 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)
Marmoset Toolbag 4
Substance Designer
Substance Painter
Please note that most techniques used are universal, so they can be replicated in almost any 3D software like Maya & Blender.
YOUR INSTRUCTOREmiel 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 FILESAll Source Files are included in this course except for some megascans and other small addon assets.
CHAPTER SORTINGThere’s a total of 55 videos split into easy-to-digest chapters.All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
SUBTITLESSubtitles are offered for this tutorial in English, Spanish, and Chinese.Please note the subtitles are auto generated and might not always be 100% accurate.
Ultimate Photogrammetry Course
Three years of photogrammetry experience distilled into one advanced course covering multiple scanning workflows. Learn to scan walls, floors, organic and urban objects and foliage with a professional camera and gimbal.
We spend the last 3+ years learning everything we can about photogrammetry, and in this tutorial we decided to share with you everything we have learned. In this advanced tutorial you will learn multiple different workflows to create photo scanned content, from scanning walls and floors, to organic and urban objects, to foliage scanning and more.
TUTORIAL OVERVIEWThis tutorial will cover a very large number of in-depth topics.
Vertical surface scanning - In this chapter we will showcase how to scan multiple types of vertical surfaces using a Professional camera and a gimbal.
Ground Surface Scanning – In this chapter we will showcase how to scan ground surfaces using both an advanced rig which comes with a tripod, specialized lights and a camera. And we will also showcase a more easy and faster method of scanning using a gimbal and camera.
Scanning Organic and Urban Objects – In these chapter we will go over on how to scan both organic and urban objects. And on how to turn them into game ready assets.
Photometric stereo scanning – In this chapter we will showcase how to scan leaves and small bits of foliage using photometric stereo. Next to this we also included a bonus workflow on how to scan leaves and branches outdoor.
Turntable scanning – In this chapter we will go over on how to scan small to medium scale objects using an automated turntable setup.
Tree Scanning and processing – in this chapter we will showcase how to scan a tree and along with the scanned leaves and branches we will turn this into a fully-fledged game-ready tree.
Mobile Scanning – In this chapter we will show how to scan objects using your phone and compare them to a DSLR camera.
The general takeaway of this tutorial is that at the end, you will have advanced knowledge on how to create various types of photogrammetry content, and you can apply this knowledge to bring your artwork to new heights!
All source files are included. However, it is a very large amount of data. But, Source files are not needed to be able to follow along with the course
10+ HOURS!This course contains over 10+ 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 time lapses for very repetitive tasks.We will showcase you both how to scan your content in real-life and on how to then process it for games and film on the computer.
SKILL LEVELThis tutorial is intended for all skill levels. However we are using professional equipment to create our photogrammetry. But you can follow along with lower level equipment. We also do recommend that you know the basics of the software mentioned below.
TOOLS USED
Reality Capture
Zbrush
Substance Painter
Unity ArtEngine
Marmoset Toolbag 4
Substance Designer
3DS Max, Maya or Blender
YOUR INSTRUCTOREmiel 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.
CHAPTER SORTINGThere’s a total of 46 videos split into easy-to-digest chapters.All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
SUBTITLESSubtitles are offered for this tutorial in English, Spanish, and Chinese.Please note the subtitles are auto generated and might not always be 100% accurate.
Japanese Environment
Build a Japanese game environment in 3ds Max, ZBrush, Substance and Unreal Engine 5, from planning and blockout to Nanite assets, an advanced optimised shader, tileable materials, engine setup and lighting.
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. However even the timelapsed chapters have also been included as a bonus in real-time.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.
CHAPTER SORTINGThere’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.
SUBTITLESSubtitles are offered for this tutorial in English, Spanish, and Chinese.Please note the subtitles are auto generated and might not always be 100% accurate.
AAA Game Character Creation Tutorial Part2
Part two of the AAA character course covers retopology, UV unwrapping, baking, texturing, hair card generation and placement, posing and rendering in Marmoset Toolbag 4. Uses 3ds Max, Blender and Substance Painter; the high poly is covered in Part 1.
Learn from a professional character artist in this in-depth tutorial course on AAA Character Creation, Retopology, Texturing, and Rendering. Follow along as we cover the entire process of creating high-quality game characters, including retopology, UV unwrapping, texture baking, texturing, hair card generation, placement, posing, and rendering in Marmoset Toolbag.
Please note that modeling the high poly is covered in a separate tutorial course. (this course can be found on our store)
3DsMax, Blender, Substance Painter, and Marmoset Toolbag 4
During this course, you'll learn how to create high-quality 3D characters using various industry-standard software packages. Retopology and UV mapping will be carried out in 3DsMax.
However, the techniques used are universal and can be applied to other 3D modeling software as well. Baking will be done in Marmoset Toolbag, and texturing will be done in Substance Painter. We'll create a simple rig for posing with Actorcore Accurig, which we'll adjust in Blender. We'll generate hair cards in Blender and render the final model in Marmoset Toolbag 4,
ZBrush will also be used for a few short segments, but it's not essential for this course.
By the end of this course, you'll have learned all the techniques necessary to create high-quality characters like those you see in the images and trailers. These techniques are universal and can be applied to almost any character.
90+ HOURS!
This course is packed with over 90+ hours of valuable content. You'll be able to follow along with every step of the process, as we guide you through each stage of creating a high-quality character. Please note that some of the more repetitive tasks will be time-lapsed, but we've also included real-time footage of these sections as an add-on.
We'll start by diving into retopology, ensuring that the topology is animation-ready and the poly count is in line with current AAA standards. We'll then move on to UV mapping, creating efficient and easy-to-work-with UVs. Both retopology and UV mapping will be covered in 3DsMax.
Next, we'll use Marmoset Toolbag to bake all the high-poly meshes to the low-poly versions. After that, we'll auto-generate a rig using Accurig, and then use Blender to pose and adjust the rig to ensure that everything looks perfect.
Once the model is posed, we'll set up the render scene in Marmoset Toolbag and begin texturing in Substance Painter. This will allow us to check how our textures look in real-time as we work. Once the texturing is roughly 80% complete, we'll spend some time setting up shaders in Marmoset to achieve realistic skin, eye, and cloth rendering, before returning to Substance Painter to finish the textures.
Finally, we'll use Blender particle systems to generate hair, which we'll then bake down into textures in Marmoset for use as hair cards. The hair cards will be placed in Blender, and the character will be ready to render for portfolio shots.
By the end of the course, you'll have gained a wealth of knowledge and skills that you can apply to create high-quality characters in any 3D modeling software.
SKILL LEVEL
This game art tutorial is designed for students who have some experience with 3D modeling tools like 3DsMax, Substance Designer/Painter, and Blender. While we will explain everything in detail, if you've never used any modeling or texturing tools before, we recommend that you first watch an introductory tutorial on those programs. You can find many of these tutorials for free on YouTube or paid ones on this very website.
TOOLS USED
3DsMax
Substance 3D Painter
Marmoset Toolbag 4
ActorCore Accurig
Blender
Zbrush (optional)
YOUR INSTRUCTOROtas Tumelis is a professional freelance 3D Character Artist with several years of industry experience.
CHAPTER SORTINGThere’s a total of 131 videos split into easy-to-digest chapters.All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.We have also included extra documentation in case you get stuck.
SUBTITLESSubtitles are offered for this tutorial in English, Spanish, and Chinese.Please note the subtitles are auto-generated and might not always be 100% accurate.
Character based on the concept of Zachary Liao
Ultimate Lighting Course
A professional lighting artist teaches lighting theory, technical concepts and mood for any environment using Lumen and raytracing in Unreal Engine 5. Ends with portfolio quality renders, composition and clean presentation.
Learn how a professional lighting artist works when creating lighting and mood for not only large and open environments but everything, from basic lighting theory and technical concepts to elevating portfolio, renders with great composition and clean presentation!
THE HOLY GRAIL OF LIGHTING: LUMEN AND UNREAL ENGINE 5
All the work will be done using the latest technological advancements in real-time lighting, from utilizing raytracing to lumens large-scale dynamic global illumination inside Unreal Engine 5
In this course, you will learn everything you need to know to understand the basics and also complex concepts of what makes great lighting, as the devil is often in the details.These concepts are essential and range from camera and exposure theory to the right way of thinking when approaching things that initially seem daunting.
17+ HOURS!
This course contains over 17+ hours of content – You can follow along with every single step – as these concepts shown are essentially applicable to any shape of content.We will start by going over some often missed-out basic concepts that will help you understand how to approach lighting in a new way.After the fundamentals are out of the way, we will create some high-fidelity assets, vehicles, nature, sports cars, and even character renderings that can help you make your work shine in the best light ever!
Last but not least, we will tackle a big open-world scene, including a nice and cozy diner interior, to make sure we can establish something that works from macro to micro scale in a consistent and pleasing way while having fun exploring different lighting scenarios.
We have also added a bonus chapter along with some source files of a large open-world environment so that you can follow along step-by-step with the instructor.
SKILL LEVEL
This course should have something for everyone, no matter the skill level, but it is definitely well-suited to give newcomers a great base to build on while also having a little gem here and there for everyone who has done similar things for years already. The prop presentation section is definitely a great addition to every environment or prop artist's skill set, as building a strong portfolio is of unmeasurable value these days.
TOOLS USED
Photoshop
Unreal Engine 5.1
SOURCE FILES
This course does not come with all source files. This is due to us not owning the copyright to the environments and props. But you can apply the skills learned in this course to any prop or environment.
We have added a bonus chapter along with some source files of a large open-world environment so that you can follow along step-by-step with the instructor. (the source files are from the roman environment which you can see in the images)Please note the foliage and rocks are not included that you see in the image due to them being megascans assets.
RealBiomes are Dekogon were kind enough to supply their environments for us to use as an example. You can find the link to these products in a text document delivered with the source files.
YOUR INSTRUCTOR
Tilmann Milde is a lighting and art director at EA with over 10 years in the AAA Game Industry. He’s worked on titles such as the Star Wars Battlefront series, Battlefield, Alan Wake 2, Dead Island 2, Dreadnought, as well as the just recently announced DUNE game by Funcom
CHAPTER SORTING
There’s a total of 25 videos split into different sections that build on one another.All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
SUBTITLESSubtitles are offered for this tutorial in English, Spanish, and Chinese.Please note the subtitles are auto-generated and might not always be 100% accurate.
AAA Game Character Creation Tutorial Part1
Part one of the AAA character course builds the high poly in ZBrush, Marvelous Designer and 3ds Max. Covers blockout and proportions, realistic cloth simulation, hard surface accessories, skin detailing with the XYZ workflow and hair sculpting.
Learn how a professional character artist works when creating characters for games. You’ll learn techniques like blocking out, Cloth simulation, Skin detailing, High poly creation & detailing, hair sculpting, and much more.
ZBRUSH, MARVELOUS DESIGNER & 3DS MAX
There is a lot that will be covered in this course, but the main topics are as follows:
Blocking out the character in Zbrush to set the basis and proportions.
Creating realistic cloth simulations in Marvelous Designer.
Creating the accessories and hard surface pieces in 3DS Max.
Detailing the character in Zbrush to achieve a realistic result.
Using XYZ workflow to detail the face and skin.
Creating stylized hair in Zbrush using curve brushes.
And much more.
All the hard surface modeling will be done in 3DS Max, However, the techniques used are universal and can be replicated in any other 3d modeling package. The organic and detailing will be done using Zbrush, and the cloth simulation using Marvelous Designer.
In this course, you will learn everything you need to know to create the final results that you see in the images and trailers. Next to this, the same techniques can be applied to almost any type of character,
13 HOURS! (Options to get the Un-TimeLapsed Footage Included - Over 75+HOURS!)
This course contains over 13 hours of content just for the part 1 – You can follow along with every single step – The course does enclose some time lapses. This is just to speed up very repetitive tasks. Still, they include commentary on top for thought criteria. The rest is done in real-time. However, we have also included the time-lapsed footage in real-time as a second license option. (Please make sure to read what is included in the different licenses)We will start by going over our reference, and then we will dive right in and create a blockout of our Character in Zbrush. Then we will first create all of our cloth simulations in Marvelous designer to, later on, bring again into Zbrush and detail them.
Once that is done, we will jump into topogun, retopologize some of the blockout pieces to, later on, use those as a base in 3d max, where we will be creating a clean high poly model of all of our character accessories and hard surface pieces.
Finally, will then jump into Zbrush one last time to create the hair, detail the face using XYZ displacement maps, and detailing the character to achieve eye-catching results.
WHERE IS PART 2?
Part 2 of this course can be found HEREIn this part we will take the character to a final game-ready model, pose it and render it in Marmoset Toolbag.
SKILL LEVEL
This game art tutorial is perfect for intermediate artist with some expertise in 3d Modeling tools like 3Ds Max, Zbrush, and Marvelous Designer – Everything in this tutorial will be explained in considerable detail. However, if you have never touched Zbrush or Marvelous Designer before, we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on YouTube or paid on this very website)
TOOLS USED
3DS Max
Marvelous Designer 9-1
Zbrush 2021-2022
Topogun 2
Please note that most techniques used are universal, so they can be replicated in almost any 3D software like Maya & 3DS Max. (except for the sculpting and clothing parts)
YOUR INSTRUCTOR
Mario Stabile is a senior character artist currently working in the AAA Game Industry. He’s worked on games like Call of duty, Mafia, Hitman and many others.
CHAPTER SORTING
There’s a total of 28 videos split into easy-to-digest chapters.All the videos are numbered to make it easy to find exactly the ones you want to follow.
SUBTITLESSubtitles are offered for this tutorial in English, Spanish, and Chinese.Please note the subtitles are auto-generated and might not always be 100% accurate.
Creating a Medieval Town Environment
Create a medieval town environment in Blender and Unreal Engine 5 with Nanite and Lumen, based on concept art by Vincent Lau. Covers planning and blockout, highly reusable modular buildings, sculpting wood and concrete in ZBrush and Substance materials.
Learn how a professional environment artist works when creating environments for games. In this case, a medieval-style town environment using Blender & Unreal Engine 5, along with the help of nanite, Lumen, Zbrush, and various other software like substance designer & painter.
Based on the amazing concept art of Vincent Lau
BLENDER, SUBSTANCE, ZBRUSH, AND UNREAL ENGINE 5
This course will cover a very large number of topics, but the biggest topics are as follows:
Doing project planning and creating proper blockout scenes.
Creating modular buildings with high reusability.
Sculpting wood and concrete assets in Zbrush.
Using Nanite in UE5 along with slightly modified traditional workflows for higher quality models while still being able to use and modify them in other 3d software.
Creating various tillable materials using substance 3d designer.
Creating unique textures using Substance Painter.
Doing lighting and post effects in unreal engine 5.
Adding actual geometry displacement on our modular assets using the modeling tools in Unreal.
Doing general level art in Unreal Engine.
And so much more.
The general takeaway of this course is that in the end, you will have the knowledge of how to create exactly what you see in the images, and you can apply this knowledge to almost any type of environment.
29+ HOURS!
This course contains over 29+ hours of content – You can follow along with every single step – This course has been done 100% in real-time except for a few time-lapses 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.
We will then already Design the entire level in UE5.
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 blender, 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 implanting them in our scene.
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.
Finally, we will finish up by creating some simple foliage, polishing up our scene and adding some external 3d assets, taking some final screenshots, and then this environment is completed.
SKILL LEVEL
This game art tutorial is perfect for students who have familiarity with 3d Modeling tools and Unreal Engine – Everything in this tutorial will be explained in detail. However, if you have never touched any modeling, texturing, or engine tools before, we recommend that you first watch an introduction tutorial on those programs (you can find many of these for free on YouTube or paid on this very website)
TOOLS USED
Unreal Engine 5
Blender
SpeedTree
RizomUV
Marmoset Toolbag 4
Substance Designer
Substance Painter
Zbrush
Please note that most techniques used are universal,so they can be replicated in almost any 3D software like Maya & 3DS Max.
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.
CHAPTER SORTING
There’s a total of 71 videos split into easy-to-digest chapters.All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
SUBTITLESSubtitles are offered for this tutorial in English, Spanish, and Chinese.Please note the subtitles are auto-generated and might not always be 100% accurate.
Creating Interior Environments for Games
Learn to build both large and small interior environments for games with Maya, Substance, Marvelous Designer and Unreal Engine 5. Covers modular and unique structural assets, fast and efficient asset creation and cloth simulation.
Learn how a professional environment artist works when creating both large and small interior environments for games. The techniques you learn in this course can be used to create almost any type of interior environment, however, you can also use these techniques for exterior environments and asset creation.
MAYA, SUBSTANCE, MARVELOUS AND UNREAL ENGINE 5
This course will cover a very large number of topics, but the biggest topics are as followed:
Creating interior environments using both modular and unique structural assets
Creating assets in a very fast and efficient way.
Doing cloth simulations using marvelous designer.
Creating procedural textures.
Creating advanced materials in unreal engine 5 that add everything from procedural dust and dirt, vertex painting control and generic dirt control.
Creating various types of ivy foliage.
Doing advanced lighting and post effects in unreal engine.
Doing gravity simulations in maya.
Doing level art in Unreal Engine.
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 product images, and you can apply this knowledge to almost any type of environment or asset.
44+ HOURS!
This course contains over 44+ hours of content – You can follow along with every single step – This course has been done 100% in real-time except for a few small time-lapses for very repetitive tasks.This course has been divided up into easy-to-understand chapters. We will start by creating our blockout assets and already build our environment in Unreal Engine 5, we will then focus on creating our procedural materials, Unreal shaders, and final structural assets.
After this, we will put our full focus on creating all of our assets in a very fast and efficient way. We will also create a special shader for these assets that give us control over procedural dust, dirt, and much more.
Then we will start by creating our foliage using speedtree, we will place all of our assets and foliage in our environment, add some extra decals and then we will move on to the lighting and post-effects.
Finally, we will finish off by polishing our environment and taking it to final.
I will also show you how to create some final portfolio screenshots and flythrough videos.
SKILL LEVEL
This game art tutorial is perfect for students who have familiarity with a 3d Modeling tools and Unreal Engine – Everything in this tutorial will be explained in detail. However, if you have never touched any modeling, texturing, or engine tools before we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on YouTube or paid on this very website)
TOOLS USED
Unreal Engine 5
Maya 2022
SpeedTree
Marvelous Designer
Marmoset Toolbag 4
Substance Designer
Substance Painter
Photoshop
Zbrush
Please note that most techniques used are universal, so they can be replicated in almost any 3D software like Blender & 3DS Max.
YOUR INSTRUCTOR
Emiel Sleegers is a senior 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. Next to this, he is also the owner of a tutorial publishing brand called FastTrackTutorials.
CHAPTER SORTING
There’s a total of 121 videos split into easy-to-digest chapters.All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.All timelapses will also have a version included that is played in real-time only without audio.
SUBTITLESSubtitles are offered for this tutorial in English, Spanish, Russian, and Chinese.Please note the subtitles are auto-generated and might not always be 100% accurate.
Easy Foliage for Games
Create trees, shrubs, ivy, grass and plants for games quickly and efficiently in SpeedTree, Maya and Unreal Engine 5. Also covers foliage decals, custom leaf and branch textures and placing foliage in your environment.
Learn how a professional environment artist works when creating easy and efficient foliage for games. You will learn how to create various types of foliage like trees, shrubs, ivy, grass, plants, and more. Next to this, you will also learn how to create foliage decals, custom leaf, and branch textures and how to place foliage in your environment.
SPEEDTREE, MAYA, AND UNREAL ENGINE 5
Almost all foliage will be created using Speedtree. Next to this, we will also use Maya (however you can also use Blender or Max) and we will set everything up inside Unreal Engine 5. We will also use a bit of Photoshop & Marmoset for our decals and leaf textures.
At the end of this course, you will have a deep understanding of how to create quick and efficient foliage for games. We made sure this tutorial is easy to understand and perfect if you want to quickly jump into foliage creation.
11+ HOURS!
This course contains over 11+ hours of content – You can follow along with every single step – This course has been done 100% in real-time except for the bonus content. However, we have also included the time-lapsed footage in real-time without narration.We will start by doing our foliage planning and collecting all of our needed textures from Megascans and Textures.com. After that, we will jump right in and make our Ivy plants. We will also set up our foliage material in UE5 and balance out our textures to make our models ready for placement. After this, we will go through the process of creating various types of foliage like Grass, Shrubs, Water Lily’s, Water plants, and more.
We will then take a break from the foliage creation and go over how to create custom leaf and branch textures using photogrammetry and Speedtree. After this, we will finish this course by creating our trees and placing everything in our level. And finally, we will have some extra bonus content where you see me designing a level using the foliage we created.
SKILL LEVEL
This game art tutorial is perfect for students who have familiarity with 3d Modeling tools and Unreal Engine – Everything in this tutorial will be explained in detail. However, if you have never touched any modeling or engine tools before we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on YouTube or paid on this very website)
TOOLS USED
Speedtree 9
Maya 2022
Unreal Engine 5
Marmoset Toolbag 4
Photoshop
SOURCE FILES
Please note that although we will be using the tunnel scene and lake house scene you see here as an example on how to use your foliage. These scenes are not included in the source files. Your source files will of course include all save files and an unreal project with all foliage.
You will also have to import some specific Megascans textures upon first loading up your scene, however, we will explain how to do this in the tutorial.
YOUR INSTRUCTOR
Emiel Sleegers is a senior 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.
CHAPTER SORTING
There’s a total of 31 videos split into easy-to-digest chapters.All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
SUBTITLESSubtitles are offered for this tutorial in English, Spanish, Russian, and Chinese.Please note the subtitles are auto-generated and might not always be 100% accurate.
Creating Destroyed Assets for Games
Learn to create destroyed assets for games in 3ds Max, ZBrush, Substance and Unreal Engine 5, including broken concrete and pillars, destroyed wood and flooring, rubble piles and simulated debris. Bonus chapters cover Maya and Blender.
Learn how a professional environment artist works when creating destroyed assets for games. You’ll learn techniques like correct asset planning, creating modular assets, creating destroyed concrete and pillars, creating destroyed wood/flooring, creating rubble piles, simulating debris, and more!
3DS MAX, SUBSTANCE, ZBRUSH, AND UNREAL ENGINE 5
All the modeling will be done in 3DS Max, However, we have also included bonus chapters on how to do non-universal techniques in Maya and Blender. The of the techniques used are universal and can be replicated in any other 3d modeling package. Sculpting will be done in Zbrush and mask/material creation will be done in Substance Painter and a little bit of Substance Designer. The entire level will be set up in Unreal Engine 5 and we will also use a bit of photoshop and DaVinci resolve.
At the end of this course, you will have a deep understanding of how to create destruction for games. Please note although all textures are included we will not go over how to create them, this course is solely focused on creating the destroyed assets and doing some level art.
27+ HOURS!
This course contains over 27+ hours of content – You can follow along with every single step – The course does enclose a few small-time lapses, this is just to speed up very repetitive tasks, the rest is done in real-time. However, we have also included the time-lapsed footage in real-time without narration.We will start by gathering our references and going over our planning. Then we will create a blockout for all our assets and already put our scene together to make sure everything works correctly.
After that, we will start to create all of our final assets. We have divided the tutorial up per destruction type. Meaning that we will first take the pillars to final, then the concrete rubble, then the wood, etc.
Once that is done we have also included some bonus material on how we create the additional level art surrounding our building like the additional buildings, trees, and extra assets (this will be done using a timelapse)
SKILL LEVEL
This game art tutorial is perfect for students who have familiarity with a 3d Modeling tool like 3DS Max, Substance Designer/Painter, and Unreal Engine – Everything in this tutorial will be explained in detail and we have also included bonus chapters on how to replicate some techniques in Maya and Blender. However, if you have never touched any modeling or texturing tools before we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on YouTube or paid on this very website)
TOOLS USED
3DS Max
Substance 3D Designer and Substance 3D Painter
Unreal Engine 5
Zbrush
Davinci Resolve
Photoshop
Marmoset Toolbag 4 (can be replaced with Substance Painter)
YOUR INSTRUCTOR
Emiel Sleegers is a senior environment artist currently working in the AAA Game Industry. 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.
CHAPTER SORTING
There’s a total of 72 videos split into easy-to-digest chapters.All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
SUBTITLESSubtitles are offered for this tutorial in English, Spanish, Russian, and Chinese.Please note the subtitles are auto-generated and might not always be 100% accurate.
Tier 2
everything in lower tiers, plus:
21 assets
$25
Introduction to Being a 3D Prop Artist
An overview of what a professional prop artist does, followed by a start to finish game asset in 3ds Max, Substance, Marmoset Toolbag and Unreal. Covers modeling, UV unwrapping, texturing and rendering.
3DS MAX, SUBSTANCE, MARMOSET TOOLBAG & UNREAL
This course will cover the complete process from start to finish on how to create high quality props for games. Some of the main topics we will cover are as followed
Detailed introduction with a presentation on what it is like to be a prop artist along with important knowledge.
Gathering references and creating blockout props.
High to Low poly & Weighted Normals Workflows.
UV-Unwrapping and Baking textures.
Creating high-quality textures using Substance Painter.
Setting up assets correctly in Unreal Engine
We will also cover a lot more information in-between these main topics.
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 asset.
16+ HOURS!
This course contains over 16+ 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.
The goal if this course is to teach you what it is like to be a prop artist, Various fundamentals that you should know and we will give you a detailed overview on how to create a high quality 3D asset while teaching you all the techniques you should know if you want to become a prop artist.
This course will start with a detailed powerpoint presentation in which we will do an introduction to who I am, discuss the main responsibilities of a prop artist, what the day of a prop artist looks like, some key focus points in becoming a prop artist, how to craft a good portfolio and various workflow overviews.
After this we will go over in detail and in real-time on how to create a high quality, game ready 3d asset of a Japanese vending machine. During this time we will cover various techniques from gathering references, creating blockouts, doing high to low poly modeling, doing weighted normals modeling, baking and creating unique high quality textures and many more techniques.
The way that you should think about it is that at the end of this course you will be able to create exactly what you see in this trailer. And you can apply these techniques to any type of 3D asset.
SKILL LEVELThis game art tutorial is considered an beginner to intermediate course and we require students to have some familiarity with a 3d Modeling tools, and Substance Painter – Everything in this tutorial will be explained in detail but we will not be going over the very basics of the software mentioned below as this is not an introduction to individual software's.
TOOLS USED
3DS Max (we used universal techniques so other modeling programs are also fine)
Substance Painter
Marmoset Toolbag 5 (optional)
Rizom UV (optional)
Unreal Engine (optional)
Please note that most techniques used are universal, so they can be replicated in almost any 3D software like Maya & 3DS Max.
YOUR INSTRUCTOREmiel 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. Next to this he is also the founder of ScansMatter - a 3D outsourcing studio working for various big-name clients.
SOURCE FILESAll Source Files are included in this course.
CHAPTER SORTINGThere’s a total of 39 videos split into easy-to-digest chapters.All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
SUBTITLESSubtitles are offered for this tutorial in English, Spanish, and Chinese.Please note the subtitles are auto generated and might not always be 100% accurate.
Sci-Fi Stylized Character Art Course - Part 01 - High-Poly
Part one of an advanced stylized sci-fi character course, done entirely in ZBrush. Covers anatomy from scratch, hard surface sculpting, cloth sculpting, stylized weapons and refining the blockout to a final high poly.
Character based on the concept of Nula
ZBRUSHThere is a lot that will be covered in this course, but the main topics are as follows:
Creating character anatomy/body from scratch.
Doing hard-surface modeling directly inside of Zbrush.
Creating our character blockout and refining it to final.
Sculpting stylized clothing.
Creating stylized weapons in Zbrush.
And much more.
In this course, you will learn everything you need to know to create the final results that you see in the images and trailers. Next to this, the same techniques can be applied to almost any type of character,
34+ HOURS - Everything Done In Real-Time! This course contains over 34+ hours of content just for the part 1 – You can follow along with every single step – The course has been created completely in real-time & narrated.
We will start by going over our reference and creating the initial anatomy of our character completely from scratch. After this we focus on refining the main body before we move on to creating the blockouts for our hard-surface armor.
Once this is done we will further work on creating the blockouts of our clothing and additional items. After which we start the refinement phase.
In this phase we will focus on turning each blockout piece into a final high-poly model that looks clean and is ready for retopology.
We will end the tutorial by also creating a hard surface weapon to give the character more interest.
WHERE IS PART 2?Part 2 will be uploaded soon! once uploaded we will post a link to it here.In this part we will take the character to a final game-ready model, pose it and render it in Marmoset Toolbag.
SKILL LEVELThis game art tutorial is perfect for artists with intermediate expertise in Zbrush – Everything in this tutorial will be explained in considerable detail. However, if you have never touched Zbrush before, we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on YouTube or paid on this very website)
TOOLS USED
Zbrush 2021+
YOUR INSTRUCTORMarcos Emilio Cuesta is a skilled 3D Character Artist with around 3 years of experience working in the game industry.
CHAPTER SORTINGThere’s a total of 43 videos split into easy-to-digest chapters.All the videos are numbered to make it easy to find exactly the ones you want to follow.
SUBTITLESSubtitles are offered for this tutorial in English, Spanish, and Chinese.Please note the subtitles are auto-generated and might not always be 100% accurate.
Character based on the concept of Nula
Sculpting Materials in ZBrush – Volume 1 - In-Depth Tutorial Course
Sculpt ten tileable materials, from damaged tiles and ancient walls to rocks and cliffs, entirely in ZBrush. A mix of narrated and timelapsed lessons that builds a solid base in material sculpting.
SCULPTED 100% IN ZBRUSHThis course will showcase how to sculpt over 10 different tileable materials 100% in Zbrush. Using a mix of narrated and timelapsed content it will give you a solid overview on the different sculpting techniques needed to create these type of materials.
Materials that will be sculpted:
Sculpting Damaged Tiles
Sculpting Rocks with Skulls
Sculpting Ancient Walls
Sculpting Damaged Floors
Sculpting Large Brick Walls
Sculpting Rocks/Cliffs
Sculpting Ground with Stones and Leaves
Sculpting Cinder Block Walls
Sculpting Rocky Ground
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 material sculpt.
We will also have a Volume 2 coming out soon which will feature even more different types of surfaces!
9+ HOURS!This course contains over 9+ hours of content – You can follow along with every single step –Due to the time consuming nature of sculpting this course has a blend of narrated real-time content along with timelapsed content.
However we also included all the videos completely un-timelapsed but without narration so that you can follow along with everything in real-time.
SKILL LEVELThis course assumes that you already know the basics of navigating and sculpting in Zbrush. Next to that it is intended for all skill levels to give you an understanding of how to sculpt various types of materials/surfaces in Zbrush and make them tileable.
TOOLS USED
Zbrush 2024
YOUR INSTRUCTORThis course has been created in cooperation with Frozen Planet and FastTrackTutorials. Narration has been done by Amanpreet Bajwa
CHAPTER SORTINGThere’s a total of 18 videos split into easy-to-digest chapters.All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
SUBTITLESSubtitles are offered for this tutorial in English, Spanish, and Chinese.Please note the subtitles are auto generated and might not always be 100% accurate.
Post-Apocalyptic Game Environment
Create a post-apocalyptic game environment with Maya, Substance and Unreal Engine, covering modular modeling, procedural and unique texturing, decals, composition, level art and lighting. Foliage is built with Maya and SpeedTree.
Learn how a professional environment artist works when creating environments for games. You’ll learn techniques like Modular Modeling, Procedural Texturing, Unique Texturing, Decal Creation, Composition, Level Art, Lighting – and much more!
MAYA, SUBSTANCE AND UNREAL ENGINE
All the modeling will be done in Maya, However, the techniques used are universal and can be replicated in any other 3d modeling package. The materials will be created using Substance Designer and Substance Painter, and they will be previewed in marmoset toolbag 4. The foliage will be created using a combination of Maya and Speedtree and the level will be built in Unreal Engine 4.
In this course, you will learn everything you need to know to create the final results that you see in the images and trailers. Next to this, the same techniques can be applied to almost any type of environment.
21 HOURS!
This course contains over 21 hours of content – You can follow along with every single step – The course does inclose a few small time lapses, this is just to speed up very repetitive tasks, the rest is done in real-time.We will start by creating our blockout to make sure our modular pieces work and that the composition is correct. We will then turn these into final assets. Along with the final assets, we will create our procedural materials and unique textures. We will bring it all together in UE4 and start creating and placing our decals. we will finish things off with our first lighting pass and then draw focus to our foliage. where we will use Speedtree and Maya to create multiple types of foliage. We will bring the foliage in Unreal and place it, add general improvements to our scene and paint our terrain. Finally, we will finish off with some bonus chapters on how to use Megascans to push your level even more.
SKILL LEVEL
This game art tutorial is perfect for students who have some familiarity with a 3d Modeling tool like Maya, Substance Designer/Painter, Speedtree, and Unreal Engine 4– Everything in this tutorial will be explained in detail. However, if you have never touched any modeling or texturing tools before we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on Youtube or paid on this very website)
TOOLS USED
Maya 2020
Substance Designer and Substance Painter
Speedtree For UE4
Unreal Engine 4
Marmoset Toolbag 4
Photoshop
YOUR INSTRUCTOR
Emiel Sleegers is a senior environment artist currently working in the AAA Game Industry. 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.
CHAPTER LIST
There’s a total of 55 videos split into easy-to-digest chapters.
01 – Going over our Reference and Planning
02-5 – Creating and Setting up our Blockout Pieces
6-11 – Turning our Blockout into Final Assets
12 – Doing our First Lighting Pass
13-18 – Creating our Master Concrete Material
19-22 – Creating our UV's and Applying Materials
23-24 – Creating our window Textures and polishing materials
25-28 – Creating and Placing our Decals
29-42 – Creating our Foliage
43-48 – Creating our Landscape Materials
49-52 – Polishing our environment
53-55 – Bonus Chapters
Realistic Prop Texturing
Texture and render a vintage TV hero asset from start to finish in Substance 3D Painter and Marmoset Toolbag 4. Covers anchor points, custom alpha painting with Illustrator, unique texturing, lighting and rendering.
Learn how to texture and render a hero asset from start to finish for video games & film. You’ll learn techniques like Anchor Point usage, Custom Alpha Painting, Lighting and Rendering, Unique Texturing, and so much more!
SUBSTANCE 3D PAINTER, ADOBE ILLUSTRATOR, AND MARMOSET.
All the texturing will be done in Adobe Substance 3D Painter, and the rendering will be done in marmoset toolbag 4. We will also make use of Adobe Illustrator to create custom alphas.
In this course, you will learn everything you need to know to create the final results that you see in the images and trailers. Next to this, the same techniques can be applied to almost any type of model.
18+ HOURS!
This course contains over 18+ hours of content – You can follow along with every single step – The course does enclose a few small-time lapses. This is just to speed up very repetitive tasks, the rest is done in real-time.We will start by going over some baking errors you may encounter and how to fix them. Then we will first create all of our height information in order to facilitate our use of anchor points. We will then proceed to create our base materials, add storytelling in the form of wear&tear, cryon drawings, and more, we will create various bits of text in Adobe Illustrator to use on our model and do some final polish.Once that is done, we will export all the artwork to Marmoset Toolbag 4 and set up our lighting and cameras for render.
SKILL LEVEL
This asset texturing course is perfect for students who have some familiarity with texturing, Substance 3D Painter, and Marmoset – Everything in this tutorial will be explained in detail. However, if you have never touched any modeling or texturing tools before, we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on YouTube or paid on this very website)
TOOLS USED
Substance 3D Painter
Adobe Illustrator
Marmoset Toolbag 4
YOUR INSTRUCTOR
Handy Chevrin is a self-taught Hard Surface artist currently working for NVIDIA and Dekogon as a freelance artist.
CHAPTER SORTING
There’s a total of 34 videos split into easy-to-digest chapters.All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
SUBTITLESSubtitles are offered for this tutorial in English, Spanish, and Chinese.Please note the subtitles are auto-generated and might not always be 100% accurate.
Creating Custom Decals for Games
Learn to create every kind of game decal: procedural leaks in Substance Designer, hand painted ones in Painter, sculpted edge damage in ZBrush, normal only, POM and image based decals. All set up and used in Unreal Engine 5.
Learn how a professional environment artist works when creating custom decals using various techniques that can be used in-game engines. You will learn how to create everything from procedural decals to hand-painted to sculpted, Normal map only & POM decals, image-based decals, and much more!
SUBSTANCE DESIGNER & PAINTER, ZBRUSH, PHOTOSHOP, UNREAL ENGINE 5
We will cover various topics in this tutorial course, but the main ones are as followed:
Creating procedural leak decals using Substance Designer.
Creating Hand Painted leak decals using Substance Painter
Create edge damage and welding decals using Zbrush and Marmoset
Creating road cracks and pothole decals using Substance designer
Creating POM decals in Unreal Engine which stands for parallax occlusion mapping. It is a technique that uses height maps to make decals feel like they are made from geometry.
Creating image-based decals
Creating normal-map only decals that you can use on terrains
Setting up various decal materials in unreal engine 5
Using atlases with decals to optimize your scene
Showcasing how to use decals in your levels
And so much more.
The general takeaway of this course is that in the end, you will have the knowledge on how to create a wide variety of decals to use for your games so that you no longer feel limited in your decal creation.
5+ HOURS!This course contains over 5+ hours of content – You can follow along with every single step – This course has been done 100% in real-time except for a few small time-lapses for very repetitive tasks.This course will come with all source files except for the showcase environment used in the images.
SKILL LEVELThis game art tutorial is perfect for students who have familiarity with Unreal Engine & Substance – Everything in this tutorial will be explained in detail. However, if you have never touched Unreal Engine or Substance Designer/Painter before, then we recommend that you first watch an introduction course
TOOLS USED
Unreal Engine 5
Substance Painter
Substance Designer
Zbrush
Marmoset Toolbag 4
Photoshop
YOUR INSTRUCTOREmiel Sleegers is a senior 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. Next to this he is also the owner of a tutorial publishing brand called FastTrackTutorials.
CHAPTER SORTINGThere’s a total of 12 videos split into easy-to-digest chapters.All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
SUBTITLESSubtitles are offered for this tutorial in English, Spanish, Russian, and Chinese.Please note the subtitles are auto-generated and might not always be 100% accurate.
Quick Environment Creation in UE5
Build a large open world environment quickly in Unreal Engine 5 using marketplace assets and World Creator. Covers custom landscapes, composition and storytelling, asset placement, foliage painting, lighting and post effects.
Learn how a professional environment artist works when creating large open-world environments using the latest released UE5 with the help of marketplace assets. You will learn various techniques like creating custom landscapes, environment composition & storytelling, asset placement & polishing, lighting & post-effects, foliage painting, and much more.
UNREAL ENGINE 5, WORLD CREATOR
We will cover various topics in this tutorial course, but the main ones are as followed:
An overview of where to find assets and reference.
Creating a custom landscape using World Creator.
Placing various large scall assets while keeping in mind storytelling and composition.
Foliage setup and painting.
Placing small assets to add to the micro storytelling and make the environment feel complete.
Doing lighting and post effects for large-scale environments.
And so much more.
The general takeaway of this course is that in the end, you will have the knowledge on how to create exactly what you see in the product images, and you can apply this knowledge to almost any type of environment or asset.
7+ HOURS!
This course contains over 7+ hours of content – You can follow along with every single step – This course has been done 100% in real-time except for a few small time-lapses for very repetitive tasks.Because this course is all about creating quick environments in UE5 using unreal marketplace assets this means that the environment will not be included in the source files due to copyright.
There will be a file in the source files stating what assets we used for this course.
SKILL LEVEL
This game art tutorial is perfect for students who have familiarity with Unreal Engine – Everything in this tutorial will be explained in detail. However, if you have never touched Unreal Engine (or any game engine) before, then we recommend that you first watch an introduction course
TOOLS USED
Unreal Engine 5
World Creator
Photoshop (only for post effects)
YOUR INSTRUCTOR
Emiel Sleegers is a senior 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. Next to this he is also the owner of a tutorial publishing brand called FastTrackTutorials.
CHAPTER SORTING
There’s a total of 18 videos split into easy-to-digest chapters.All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
SUBTITLESSubtitles are offered for this tutorial in English, Spanish, Russian, and Chinese.Please note the subtitles are auto-generated and might not always be 100% accurate.
Creating Advanced Trim Sheet Textures for Games
Create an entire environment from one advanced trim sheet texture, from planning and blockout to modeling, baking, texturing and unwrapping. Set up, lit and presented in Unreal Engine 5, based on concept art by Stas Yurev.
Learn how a professional environment artist works when creating complicated trim sheets for games. You will learn how to create an entire environment using one single trim sheet texture. Including planning, blockout creation, trim sheet modeling, baking and texturing, final asset creation and UV unwrapping, unreal engine environment setup, lighting, and final presentation.
Environment art based on the amazing concept art from Stas Yurev
MAYA, SUBSTANCE PAINTER, AND UNREAL ENGINE 5
All the modeling will be done in Maya 2022, The trim sheet baking will be done using marmoset toolbag, final texturing using Substance 3D Painter and our planning and additional details will be done using Photoshop. The final environment setup will be done in Unreal Engine 5.
At the end of this course, you will have a deep understanding of how to create trim sheets for games. Along with how to do modular modeling, interior environment lighting and post effects, and much more!
14.5 HOURS!
This course contains over 14.5 hours of content – You can follow along with every single step – The course does enclose a few small-time lapses, this is just to speed up very repetitive tasks, the rest is done in real-time. However, we have also included the time-lapsed footage in real-time without narration.We will start by doing our environment planning and creating the blockout. Then we will put our full focus on creating trim sheets (If you only want to learn about trim sheets, you can just skip to this part) The trim sheets will be created partly in maya and the rest in Substance Painter.
After that, we will turn our blockout models into final and UV unwrap them on our trim sheet. Then we will get everything into unreal engine, create a special material with a lot of flexibility, do our scene lighting and post effects and after that, we will balance our trim sheet texture to work perfectly with our scene and do some final scene polish.
SKILL LEVEL
This game art tutorial is perfect for students who have familiarity with a 3d Modeling tool like Maya, Substance Painter, and Unreal Engine – Everything in this tutorial will be explained in detail and can also be replicated in 3ds max or blender as long as you know this software. However, if you have never touched any modeling or texturing tools before we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on YouTube or paid on this very website)
TOOLS USED
Maya 2022
Substance 3D Painter
Unreal Engine 5
Marmoset Toolbag 4 (can be replaced with Painter)
Photoshop
YOUR INSTRUCTOR
Emiel Sleegers is a senior 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.
CHAPTER SORTINGThere’s a total of 42 videos split into easy-to-digest chapters.All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
SUBTITLESSubtitles are offered for this tutorial in English, Spanish, Russian, and Chinese.Please note the subtitles are auto-generated and might not always be 100% accurate.
Creating Game Environments For Mobile & VR
Learn to build optimised game environments for mobile and VR with Blender, ZBrush, Substance and Unreal Engine 4. Covers modular modeling, trim sheet workflows, rock sculpting, level art and composition.
BLENDER, SUBSTANCE, AND UNREAL ENGINE 4
All the modeling will be done in Blender3d & Zbrush, However, the techniques used are universal and can be replicated in any other 3d modeling package. The materials and textures are created using substance painter and a little bit of substance designer. Level art, lighting and composition will be done in Unreal Engine 4.
In this course, you will learn everything you need to know to create the final results that you see in the images and trailers. Next to this, the same techniques can be applied to almost any type of environment. The key focus of this course is to create the environment in a very optimized way in order to make it run smoothly for mobile and VR.
10 HOURS!
This course contains over 10 hours of content – You can follow along with every single step – This course does not contain any time lapses.The course will start of with going over how to create a Blockout directly in Unreal so that we know the dimensions and composition of our scene.Then we will move on to our asset pipeline, where we will show how to create high and low poly models, bake them and do the texture creation.
Once this is done we will move on to the trim sheet creation. we will go over on how to create quick and efficient trims sheets that we can use in our level to enhance the quality with just a single texture.Then it is time to go back to Unreal Engine and start with the environment, lighting and, decoration setup.We will spend a bit more time after that on the background assets and look and then finish off with the general polish of our scene.
SKILL LEVEL - BEGINNER/INTERMEDIATEThis game art tutorial is perfect for students who have some familiarity with a 3d Modeling tool like Blender, Substance Designer/Painter, and Unreal Engine – Everything in this tutorial will be explained in detail. However, if you have never touched any modeling or texturing tools before we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on YouTube or paid on this very website)
TOOLS USED
Blender3D
Substance 3D Designer and Substance 3D Painter
Unreal Engine 4
Zbrush
YOUR INSTRUCTORNico Cluckers is an experienced 3D generalist with a history as Modeling Supervisor during the production of mobile and VR games, such as Buck and Hubris. He is currently active as a lecturer and freelancer.
CHAPTER SORTINGThere’s a total of 21 videos split into easy-to-digest chapters.All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
SUBTITLESSubtitles are offered for this tutorial in English, Spanish, Russian, and Chinese.Please note the subtitles are auto generated and might not always be 100% accurate.
Large Game Environment Creation
Create a large game environment in Maya, ZBrush, Substance and Unreal Engine 5, based on concept art by Luis Medina. Covers modular modeling, high to low poly workflows, sculpting, procedural texturing, level art and lighting.
Learn how a professional environment artist works when creating large environments for games. You’ll learn techniques like Modular Modeling, Procedural Texturing, High to low poly modeling, Sculpting, Composition, Level Art, Lighting – and much more!
*Environment based on the concept art from Luis Medina*
Update:
MAYA, SUBSTANCE, AND UNREAL ENGINE 5
All the modeling will be done in Maya, However, the techniques used are universal and can be replicated in any other 3d modeling package. Sculpting will be done using Zbrush and the materials will be created using Substance Designer and previewed in marmoset toolbag 4. The environment will be built in the brand-new Unreal Engine 5 and the lighting will use the new Lumen system. Next to this, we will also use Substance Painter to generate masks.
In this course, you will learn everything you need to know to create the final results that you see in the images and trailers. Next to this, the same techniques can be applied to almost any type of environment.
32.5 HOURS!
This course contains over 32.5 hours of content – You can follow along with every single step – The course does enclose a few small-time lapses, this is just to speed up very repetitive tasks, the rest is done in real-time. However, due to popular requests, we have also included the un-time lapsed footage without audio.We will start by going over our reference and planning and then continue to create a blockout version of our environment. We will be using modular modeling techniques to create all the pieces and later on take them to final.We will also be using Zbrush to sculpt more detailed pieces like the pillars. We will set up all these pieces in UE5 and already build our environment. Then we will move on to create our procedural materials.Once those are done, we will do the UV-Unwrapping of our models and apply our materials.We will then export everything to UE5, set up our materials and shaders, and get started with the composition, lighting, and general improvement of our environment.We will leave the course off with general polishing and also adding some megascans statues to push the quality even more.
SKILL LEVEL
This game art tutorial is perfect for students who have some familiarity with a 3d Modeling tool like Maya, Substance Designer/Painter, Zbrush, and Unreal Engine – Everything in this tutorial will be explained in detail. However, if you have never touched any modeling or texturing tools before we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on YouTube or paid on this very website)
TOOLS USED
Maya 2022
Substance 3D Designer and Substance 3D Painter
Zbrush 2021
Unreal Engine 5
Marmoset Toolbag 4
YOUR INSTRUCTOR
Emiel Sleegers is a senior environment artist currently working in the AAA Game Industry. 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.
CHAPTER SORTING
There’s a total of 89 videos split into easy-to-digest chapters.All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
*All videos come in 1080p with clean audio. please see the trailer for a general idea of the audio and video quality**All source files are included with this course*
Ultimate Environmental Texture Creation Course
Every technique for creating tileable materials in one 14.5 hour course: procedural materials in Substance Designer, sculpted materials in ZBrush and photogrammetry scans processed in Reality Capture. Suitable for both games and film.
Learn every technique you need to create tileable materials for both games and film all in one course!In this course, you will learn how to create everything from procedural materials to sculpted materials to photogrammetry materials.
SUBSTANCE DESIGNER, ZBRUSH, REALITY CAPTURE
In this course, we will go over how to create both beginner and advanced procedural materials using Substance Designer.We will go over how to sculpt materials using Zbrush and Substance Designer, And we will go over how to scan photogrammetry materials and convert them into 3d using Reality Capture.
14.5 HOURS!
This course contains over 14.5 hours of content. all the videos are divided up - per material and correctly named. We will start by creating a basic tiles material using Substance Designer, this is a perfect material for beginners. Once that is done we will move on to creating an advanced tarmac material also using 100% substance designer. We will then go over how to create a material that using a combination of sculpting in Zbrush and Texturing in Substance Designer. Finally, I will show you how to capture materials using photogrammetry and convert them into a perfect tileable 2d material. All the baking and final renders will be done using Marmoset Toolbag 4
SKILL LEVEL
This course includes content for every skill level, From beginner to advanced. I do recommend that you know the bare bones of the programs we use (meaning knowing what the program is and how to navigate) but beyond that point, you should be able to follow along with every material.
TOOLS USED
Substance Designer
Substance Painter
Zbrush
Reality Capture
Marmoset Toolbag 4
YOUR INSTRUCTOR
Emiel Sleegers is a senior environment and material artist currently working in the AAA Game Industry. 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.
CHAPTER LIST
The chapters are divided up into 5 folders
Folder 1 - How to create a basic substance designer material, This chapter includes 5 video files with a run-time of 1h40m
Folder 2 - How to create an advanced substance designer material, This chapter includes 15 video files with a run-time of 4h50m
Folder 3 - How to create a sculpted material, This chapter includes 16 video files with a run-time of 4h50m
Folder 4 - How to create photogrammetry materials, This chapter includes 8 video files with a run-time of 2h
Folder 5 - Bonus Chapters (polishing materials and creating unreal scene), This chapter includes 2 video files with a run-time of 1h
Tier 1
everything in lower tiers, plus:
10 assets
$15
Creating Art Tools Using Houdini & Unreal Engine 5
Learn how a technical artist builds procedural art tools in Houdini and uses them inside Unreal Engine 5. Over 4 hours of real-time, narrated content covering surface operators, attribute wrangles and building a functional tool UI.
Learn how a professional Technical Artist creating tools for games in Houdini. You’ll learn how to approach and create tools that you will be able to use in Unreal Engine. This tutorial will teach you how to use a large catalog of surface operators in combination with Attribute wrangles to create tools. Next to this it will explain how to make a functional UI with multiple options!
HOUDINI & UNREAL ENGINEThe majority of work will be done in Houdini, For the later parts Unreal Engine will be used. Included with this tutorial is a Unreal 5 project, this features a basic level for implementation. Unreal will be mainly used as a testing ground to use the Houdini tools.In this course, you will learn everything you need to know to create the final results that you see in the images and trailers. The techniques could be applied to create other tools.
4+ HOURS!This course contains over 4+ hours of content – You can follow along with every single step – The course will be 100% real-time and does not contain any timelapses, and is fully narrated in order to understand the techniques shown.
We will start by a quick introduction into tool development, after which we will start preparing our Houdini UI. Then, we will dive into creating the Pipe tool in Houdini.Once that is done we will start on the railing tool, we will also set up unreal engine in order to work with Houdini. Throughout the chapter we will add more and more features to our tool.
Next to this there are also 3 instructional:
Normals - This will give an introduction into the different types of normals there are and how you can work with them.
Attribute Wrangle - This is meant to give you an introduction into writing simple custom vex code.
Groups - How to work with groups and how they can be used inside Houdini to create tools.
SKILL LEVELThis game art tutorial is perfect for students who have some familiarity with procedural Node based programs such as Substance Designer or Unreal Engine Materials – Everything in this tutorial will be explained in detail. However, if you have never touched node base softwares it could be difficult to understand. A very basic understanding of Houdini is recommended, but not crucial.
TOOLS USED
Houdini
Houdini Engine - is needed to work inside of Unreal Engine.
Unreal Engine
YOUR INSTRUCTORHicham Ouchan is a Procedural Technical artist currently working in the Game Industry, having worked on games such as Poppy Playtime Chapter 2 & 3 and the Horizon Zero Dawn Remaster and as a Freelancer on multiple projects as a Technical Artist.
CHAPTER SORTINGIf you are a beginner to very new user of Houdini I recommend the following order: Setup - Groups - Normals - Attribute wrangle - Halfpipe - Railing tool.In case you are a more advanced user of Houdini then I would recommend the order: Setup - Halfpipe - Railing tool - Attribute wrangle - Groups - Normals.
All the videos will have logical naming to make it easy to find exactly the ones you want to follow.
SUBTITLESSubtitles are offered for this tutorial in English, Chinese, and Spanish.Please note the subtitles are auto generated and might not always be 100% accurate.
SOURCEFILESProject source files include the Houdini tools, Unreal Engine Project and Additional Instructions.
Creating Stylized Characters - In-Depth Tutorial Course
Character artist Florian Neumann walks through the full stylized character pipeline in Maya, ZBrush, Substance Painter and Marmoset Toolbag. Updated in 2024 with extra polish chapters on sculpting, texturing and posing.
2024 UPDATE – This course has received a large update in 2024. Here we have added various polish chapters on polishing sculpting, textures and posing along with additional source files. These chapters do not cover any new workflows and are therefor not narrated.
Concept by Andre Mealha
Maya, Zbrush, Substance Painter, and Marmoset Toolbag 4During this course, you'll learn how to create stylized 3D characters using various industry-standard software packages. Modeling and UV mapping will be carried out in Maya.
However, the techniques used are universal and can be applied to other 3D modeling software as well. Sculpting will be done in Zbrush and Baking+Rendering will be done in Marmoset Toolbag, Texturing will be done in Substance Painter. We'll also create a simple rig for posing, which we'll adjust in Maya and Blender.
By the end of this course, you'll have learned all the techniques necessary to create high-quality stylized characters like those you see in the images and trailers. These techniques are universal and can be applied to almost any character.
22+ HOURS!This course is packed with over 22+ hours of valuable content. You'll be able to follow along with every step of the process, as we guide you through each stage of creating a high-quality character. Please note that some of the more repetitive tasks will be time-lapsed,
Please note: This course has been greatly updated since it was first created. This means that you will need to follow the bonus chapters in order to get to the quality level as shown in the images.
We will start by creating our blockout and base shapes in Maya. We will then prepare the mesh and start creating a high poly version using both Maya and Zbrush. Once that is done with will create/polish the low poly version and do our UV Unwrapping.
Finally we will clean-up our scene and prepare for baking.Baking will be done using marmoset Toolbag and we will texture our character using Substance Painter.Finally we will auto-rig and pose our character. At which point we will create the final renders in Marmoset Toolbag.
BONUS
As mentioned above we have added a lot of bonus chapters. These chapters will cover some face polish sculpting in Zbrush, fixing and improving some areas of the character and re-baking our textures. After that we will showcase how to polish the textures some more. We will finish things of with an improved rig and posing.
By the end of the course, you'll have gained a wealth of knowledge and skills that you can apply to creating high-quality characters.
SKILL LEVELThis game art tutorial is designed for students who have some experience with 3D modeling tools like Maya, Substance Painter, and Zbrush. While we will explain everything in detail, if you've never used any modeling or texturing tools before, we recommend that you first watch an introductory tutorial on those programs. You can find many of these tutorials for free on YouTube, or paid ones on this very website.
TOOLS USED
Maya
Zbrush
Marmoset Toolbag 4
Substance 3D Painter
Blender
YOUR INSTRUCTORFlorian Neumann is a lead character artist working at RABCAT. He has contributed to various large scale projects like Apec legends, Forza Horizon, Overwatch 2 and many more.
CHAPTER SORTINGThere’s a total of 44 videos and 4 bonus videos split into easy-to-digest chapters.All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
SUBTITLESSubtitles are offered for this tutorial in English, Chinese and Spanish.Please note the subtitles are auto generated and might not always be 100% accurate.
Sculpting Materials in ZBrush – Volume 2 - In-Depth Tutorial Course
Sculpt eight tileable materials of varying complexity entirely in ZBrush, with a mix of narrated and timelapsed lessons. Volume 2 of the series, best taken after Volume 1.
Please note that this is Volume 2 of our sculpting materials in Zbrush series. We recommend that you buy Volume 1 first if you want a move in-depth overview HERE
In this course, we will guide you through the techniques for sculpting eight unique tileable materials, each varying in complexity, using Zbrush.
SCULPTED 100% IN ZBRUSHThis course will showcase how to sculpt over 8 different tileable materials 100% in Zbrush. Using a mix of narrated and timelapsed content it will give you a solid overview on the different sculpting techniques needed to create these type of materials.
Materials that will be sculpted:
Sculpting Old Castle Wall
Sculpting Medieval Plaster Wall With Wood
Sculpting Cider Blocks Wall
Sculpting Rock Wall
Sculpting Pebbles
Sculpting Medieval Doors
Sculpting Medieval Walls
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 material sculpt.
All source Files including Zbrush saves, Brushes and even some bonus sculpts are included
7+ HOURS!This course contains over 7+ hours of content – You can follow along with every single step –Due to the time consuming nature of sculpting this course has a blend of narrated real-time content along with timelapsed content.
However we also included all the videos completely un-timelapsed but without narration so that you can follow along with everything in real-time.
SKILL LEVELThis course assumes that you already know the basics of navigating and sculpting in Zbrush. Next to that it is intended for all skill levels to give you an understanding of how to sculpt various types of materials/surfaces in Zbrush and make them tileable.
TOOLS USED
Zbrush 2024
YOUR INSTRUCTORThis course has been created in cooperation with Frozen Planet and FastTrackTutorials. Narration has been done by Amanpreet Bajwa
CHAPTER SORTINGThere’s a total of 9 videos split into easy-to-digest chapters.All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
SUBTITLESSubtitles are offered for this tutorial in English, Spanish, and Chinese.Please note the subtitles are auto generated and might not always be 100% accurate.
Creating Art Tools Using Blender Geometry Nodes
Build procedural art tools with Blender Geometry Nodes, including a trash scatterer, a drag and drop road tool and an advanced building generator. A bonus chapter shows the tools in use inside Unreal Engine 5 with Altermesh.
BLENDER, ALTERMESH AND UNREAL ENGINE 5In this course we will cover the creation of multiple procedural tools useful for environment production. We will also showcase how to use these tools directly in Unreal Engine.
We will be creating the following tools
A trash scattering tool.
A drag & drop ready road tool.
An advanced building creation tool.
Bonus – using the tools in UE5 and creating a demo environment.
The general takeaway of this course is that you will be able to understand the process on how to create geometry node networks in Blender and having the ability to transfer these tools to Unreal engine to speed up your workflows.11+ HOURS!This course contains over 11.5 hours of content – You can follow along with every single step – This course has been done in real-time with narration except for a few timelapses for repetitive tasks.
This course will not include any modelling as it is focused on tool creation. But, all models will be provided. The Geometry node networks will be done in Blender 3.5 and the end scenes will be done in Unreal 5.2 using Altermesh as the bridge between the two software’s.
We will start this course off by a brief explanation on how geometry nodes work in blender.Then we will move to creating the tools in order of difficulty using techniques we learnt from the previous chapters to complete the next chapters.Finally we will create a bridge between Blender and Unreal Engine using Altermesh making the tools procedural inputs available in unrealTo finish things off we will create a demo city in Unreal to showcase use cases of the tools.
SKILL LEVELThis tutorial is perfect for beginner/intermediate artists. A basic knowledge of blender is needed as geometry nodes refer to and requires prior knowledge of modelling and texture creation of assets.
TOOLS USED
Unreal Engine 5.2
Blender 3.5
Altermesh 1 or 2
YOUR INSTRUCTORKobus Viljoen is a 3D Environment Artist currently working for FastTrack Studio, where he is responsible for creating high-quality assets and environments for various projects.
CHAPTER SORTINGThis tutorial is split between 9 parts and is segmented for each tool creation separately making it easy to follow.
SUBTITLESSubtitles are offered for this tutorial in English, Chinese, and Spanish.Please note the subtitles are auto generated and might not always be 100% accurate.
JOIN OUR DISCORD!https://discord.gg/Uhj6PCjdeX
Creating Mid/Vista Assets for Games
A step by step course on creating vista assets for games, including mountains, billboard foliage and distant buildings. Industry techniques simplified so a solo artist can manage them, plus bonus content on faster building creation.
This step-by-step course is tailored to teach you the complete process of creating various types of vista assets for games. Including mountains, billboard foliage, and buildings.You will gain a comprehensive understanding of the techniques used in the industry, while still keeping the workflows simplified to make them manageable for individual artists.
Next to the core course in which you will learn how to create static vista mountains and mid/vista range buildings, we have also included bonus content showcasing various techniques to create buildings even faster and more optimized.Each lesson is presented in a clear and easy-to-follow manner, ensuring that you will be able to grasp the concepts and apply them to your own projects.
Please note that for our mountain presentation scene, we used the amazing environment from RealBiomes.https://www.artstation.com/a/25821457
KEY FOCUS POINTS
This course consists of two parts. In the first part, we will go over on how to create vista mountains using world creator, marmoset toolbag, Zbrush, and Photoshop. These mountains can then be used as static meshes in your scene to quickly generate a vista mountain range. We will end this part off by creating billboard trees and placing them on our mountains.
In the second part, we will go over on how to create vista buildings. We will first focus on setting up our workflows and systems and create a “hero” building. After which it will be fairly fast to produce additional buildings. We will also include bonus chapters for people who want to generate more optimized buildings, faster buildings, or buildings without nanite.
We will end this chapter with a quick example of placing these buildings in a scene.
12.5+ HOURS!
This course contains over 12.5+ hours of content – You can follow along with every single step.Please note that the large sample scenes are not included in the source files. However, all mountains & buildings are included along with all save files outside of Unreal Engine.
SKILL LEVEL
This course has been created for intermediate artists. It will be very helpful if you have experience in at least a 3d modeling software, Unreal Engine 5, and a bit of photoshop and substance painter.
TOOLS USED
3DS MAX (techniques can be replicated in Blender or Maya)
Unreal Engine 5
World Creator
Substance 3D Painter
Marmoset Toolbag 4
Zbrush
Photoshop
YOUR INSTRUCTOR
Emiel Sleegers is a Lead Environment artist and the owner of FastTrackStudio. 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 and Material Artist.
CHAPTER SORTING
There’s a total of 31 videos split into easy-to-digest chapters.All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
SUBTITLESSubtitles are offered for this tutorial in English, Chinese, and Spanish.Please note the subtitles are auto-generated and might not always be 100% accurate.
Complete Introduction to Environment Art
A complete beginner friendly course on building a game environment from scratch, covering modeling, sculpting, procedural and unique textures, level art, lighting, composition and foliage. Every lesson is presented clearly regardless of prior experience.
This step-by-step tutorial is tailored to teach you the complete process of creating an environment from scratch, regardless of your prior experience.You will gain a comprehensive understanding of the techniques used in the industry, including modeling, sculpting, creating both procedural and unique textures, level art, lighting and composition, foliage creation, and much more.This course is designed to provide you with a thorough understanding of the tools and techniques used to create professional-grade environments for games and other media.Each lesson is presented in a clear and easy-to-follow manner, ensuring that you will be able to grasp the concepts and apply them to your own projects.
EVERY TOOL INCLUDED
We spend a lot of time and effort to include all major modeling tools such as Blender, 3ds Max, and Maya in this tutorial so that you can choose the tools that you are most comfortable with and use them to follow the tutorial. This allows you to learn the techniques in the software that you are most familiar with, making the learning process more efficient and effective.
In addition to the modeling tools, the tutorial will also utilize Unreal Engine 5 to build the final environment. Additional tools that will be used in the course are listed below.
25+ HOURS!
This tutorial contains over 25+ hours of content – You can follow along with every single step.
We'll start by planning our environment and setting up our project folders. Next, we'll introduce you to the modeling software you prefer and Unreal Engine 5, which we'll use to create a blockout of our environment. From there, we'll show you how to turn the blockout into final models using various techniques like modular asset creation, high to low poly asset creation, and sculpted asset creation.
We'll also cover how to do the UV unwrapping and baking of our models.
After that, we will go over how to create procedural materials in Substance Designer, as well as create unique textures in Substance Painter. Finally, we'll put the entire environment together in Unreal Engine 5, covering topics like setting up assets, creating materials and decals, lighting, level art and composition, and creating ivy foliage in Speedtree.
We will finish the course off with some final polish and create our portfolio screenshots and videos.
SOURCE FILESAll source files have been included in this project except for some Megascans models and foliage.
SKILL LEVELThis course has been created for complete beginners to every software mentioned and environment art in general. While it is helpful if you already have some knowledge of the software mentioned, it is not a requirement.
TOOLS USED
Blender, 3DS Max, Maya
Unreal Engine 5
Substance 3D Designer
Substance 3D Painter
Marmoset Toolbag 4
Zbrush
Speedtree
Photoshop
YOUR INSTRUCTOREmiel Sleegers is a Lead Environment artist and the owner of FastTrackStudio. 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 and Material Artist.
CHAPTER SORTINGThere’s a total of 61 videos split into easy-to-digest chapters.All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
SUBTITLESSubtitles are offered for this tutorial in English, Chinese, and Spanish.Please note the subtitles are auto-generated and might not always be 100% accurate.
Creating a Stylized Prop Using Zbrush & Substance Painter
Follow a professional character artist creating a stylized prop with ZBrush, 3ds Max, Substance Painter and Marmoset Toolbag. Covers ZModeler poly modeling, stylized texturing, clean optimisation and dramatic presentation.
Learn how a professional character artist works when creating stylized props for its characters. You’ll learn techniques like Edit poly modeling with zmodeler, Stylized texturing, Dramatic presentation, Clean technical optimization of props and so much more!Concept art created by Zachary Liao
Zbrush, 3ds Max, Substance Painter, and Marmoset Toolbag.
All the modeling and low poly will be done in Zbrush, however, the techniques used are universal and can be replicated in any other 3d modeling package. The textures will be created using Substance Painter and previewed in Marmoset Toolbag 3.
In this course, you will learn everything you need to know to create the final results that you see in the images and trailers. Next to this, the same techniques can be applied to almost any type of environment.
9+ HOURS!
We will start by going over our reference and then we dive right in and create the base of the knife high poly with zmodeler. Then we will detail it, create our low poly and finish everything up in Zbrush. After that, we will continue to 3ds max to create the UV unwrap and smoothing groups.
Then, we will bake in marmoset all the pieces separately to achieve a clean result.Next, we will proceed to Substance Painter where we will create stylized textures mostly using the output from the bakes.And lastly, we will do a cool presentation in marmoset for our portfolios using dramatic lighting to accentuate the shapes of our model!
SKILL LEVEL
this course is targeted more towards intermediate artists who already have a basic understanding of the programs mentioned – Everything in this tutorial will be explained in detail. However, if you have never touched any modeling or texturing tools before we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on YouTube or paid on this very website)
TOOLS USED
Zbrush
3ds Max
Substance Painter
Marmoset Toolbag 3
YOUR INSTRUCTOR
Mario Stabile is a senior character artist and studio owner of “Ophion Studios” who are working in the AAA game industry. He's worked on franchises such as Call of Duty, Mafia, Hitman, Alien, and many others.
CHAPTER SORTING
There’s a total of 11 videos split into easy-to-digest chapters.All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
SUBTITLESSubtitles are offered for this tutorial in English, Spanish, Russian, and Chinese.Please note the subtitles are auto-generated and might not always be 100% accurate.
Full Environment Creation in UE5 & Blender
An in-depth environment course using Blender, Substance and Unreal Engine 5, covering modular modeling, procedural and unique texturing, shaders, level art, lighting and character animation. The techniques are universal and transfer to any 3D package.
BLENDER, SUBSTANCE, AND UNREAL ENGINE 5
All the modeling will be done in Blender3d, However, the techniques used are universal and can be replicated in any other 3d modeling package. The materials will be created using Substance Designer and previewed in marmoset toolbag 4. The environment will be built in the brand-new Unreal Engine 5 and the lighting will use the new Lumen system. We will also use the new modeling tools within Unreal. Next to this, we will also use Substance Painter to create unique textures and generate masks.
In this course, you will learn everything you need to know to create the final results that you see in the images and trailers. Next to this, the same techniques can be applied to almost any type of environment.
31+ HOURS!
This course contains over 31+ hours of content – You can follow along with every single step – The course does enclose a few small-time lapses, this is just to speed up very repetitive tasks, the rest is done in real-time. However, we have also included the time lapsed footage in real-time.We will start by going over our reference and then we dive right in and create a blockout of our level and set it up in UE5. Then we will first create all of our procedural materials and we will turn our blockout models into final models and also UV unwrap/texture them right away.Once that is done we will export all the artwork to Unreal engine 5 and setup our level.We will create advanced shaders to give us control over everything from vertex painting to dirt masks to parallax and next to this we will also create a basic landscape material.We will be using the new modeling tools within UE5 to speed up our workflow and minimize the modular pieces we need to make.Finally we will do our scene lighting using the new Lumen system and we will do the color grading in Davinci Resolve.Then to bring our scene to life I will show you how you can quickly generate character animations using Mixamo and I will even show you how to manually animate a horse in blender.
SKILL LEVELThis game art tutorial is perfect for students who have some familiarity with a 3d Modeling tool like Blender, Substance Designer/Painter, and Unreal Engine – Everything in this tutorial will be explained in detail. However, if you have never touched any modeling or texturing tools before we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on YouTube or paid on this very website)
TOOLS USED
Blender3D
Substance 3D Designer and Substance 3D Painter
Unreal Engine 5
Marmoset Toolbag 4
Davinci Resolve
Mixamo
YOUR INSTRUCTOREmiel Sleegers is a senior environment artist currently working in the AAA Game Industry. 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.
CHAPTER SORTINGThere’s a total of 80 videos split into easy-to-digest chapters.All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
SUBTITLESSubtitles are offered for this tutorial in English, Spanish, Russian, and Chinese.Please note the subtitles are auto generated and might not always be 100% accurate.
Creating a metro train interior in UE5
Build a metro train interior in Unreal Engine 5 using Maya and Substance, with Nanite, Lumen lighting and post effects. Includes high poly modeling, procedural and unique texturing, and creating advertisements and stickers.
Learn how a professional environment artist works when creating interior environments for games. You’ll learn techniques like high poly modeling, using UE5 Nanite, Procedural and unique texturing, level art, Lighting and Post Effects (Using the new Lumen System), creating advertisements, and other stickers.
MAYA, SUBSTANCE, AND UNREAL ENGINE 5
All the modeling will be done in Maya, However, the techniques used are universal and can be replicated in any other 3d modeling package. The materials will be created using Substance Designer and previewed in Marmoset Toolbag 4. The environment will be built in the brand-new Unreal Engine 5 and we will be using the new Nanite and Lumen systems, Adverts will be created in Photoshop and we will be using substance painter for unique textures and mask creation.
In this course, you will learn everything you need to know to create the results that you see in the images and trailers. Next to this, the same techniques can be applied to almost any type of environment.
18+ HOURS!
This course contains over 18 hours and 50 minutes of content – You can follow along with every single step – The course does enclose a few small-time lapses, this is just to speed up very repetitive tasks, the rest is done in real-time. However, due to popular requests, we have also included the un-time lapsed footage without audio.
We will start by going over our reference, then we will dive right in and start by creating a blockout (to make sure all our pieces fit together), and then we will be turning this blockout into high poly models. Thanks to the new nanite system we do not have to create low poly models.After this, we will go over how to create simple but flexible procedural materials and unique textures. We will UV-Unwrap all our models and export them to UE5 in which we will set them up, create our shaders and build our level.We will then move on to creating our advertisements and stickers in photoshop and apply them to our level.Finally, we will do the final lighting and post-effect pass on our scene and we will show you how to properly polish the scene to final.
SKILL LEVEL
This game art tutorial is perfect for students who have some familiarity with a 3d Modeling tool like Maya, Substance Designer/Painter, photoshop, and Unreal Engine – Everything in this tutorial will be explained in detail. However, if you have never touched any modeling or texturing tools before we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on YouTube or paid on this very website)
TOOLS USED
Maya 2022
Substance 3D Designer and Substance 3D Painter
Photoshop
Unreal Engine 5
Marmoset Toolbag 4 (optional)
YOUR INSTRUCTOR
Emiel Sleegers is a senior environment artist currently working in the AAA Game Industry. 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.
CHAPTER SORTING
There’s a total of 53 videos split into easy-to-digest chapters.All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
*All videos come in 1080p with clean audio. please see the trailer for a general idea of the audio and video quality**All source files are included with this course*
Tier 0
one-time unlock
1 assets
FREE
Budget 3D Environment Art - Tutorial Course
A compact 6+ hour overview of how 3D game environments are put together, from asset and material creation to level art and lighting. Made in 3ds Max, Substance and Unreal Engine 5, it gives you a workflow you can apply to almost any environment.
3DS MAX, SUBSTANCE, AND UNREAL ENGINE 5
This course will cover various topics including:
Explanation on the core elements of 3D Environment Creation.
Creating 3D assets for environments
Creating modular 3D assets for environments
Creating procedural textures
Level art
Lighting & Post Effects
The general takeaway of this course is that at the end, you will have general knowledge on how3D environments are constructed, and you can apply this knowledge to almost any type of environment.
6+ HOURS!Even as a budget course this course still has 6+ hours of video content.This course has been divided up into easy-to-understand chapters.
We will start this course off by explaining which workflows are used when creating 3D environments. After this we will continue to showcase how to model and texture a basic 3D asset.
Once that is done we will cover the concept behind modular assets and also create a simple but fully procedural materal.We will finish things off by creating a small 3D environment using various assets and do the lighting and post effects for this environment.
SKILL LEVELThis environment art tutorial is considered an beginner/intermediate course. It is not an introduction course meaning we will not cover the basics of any programs. – It is here to explain how 3D environments are constructed along with showcasing examples.
TOOLS USED
Unreal Engine 5
3DS Max (you are able to use other modeling software)
Marmoset Toolbag 4
Substance Designer
Substance Painter
Please note that most techniques used are universal, so they can be replicated in almost any 3D software like Maya & Blender.
YOUR INSTRUCTOREmiel 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.
CHAPTER SORTINGThere’s a total of 12 videos split into easy-to-digest chapters.All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.
SOURCE FILESThis project does not include the environment scene but does include the 3D asset and materials we create.
SUBTITLESSubtitles are offered for this tutorial in English, Spanish, and Chinese.Please note the subtitles are auto generated and might not always be 100% accurate.