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Blender to Unreal Engine - Become a Dungeon Prop Artist - Applying Grainy Metal
This lesson will walk you through the process of assigning a grainy metal material for our assets.
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Blender to Unreal Engine - Become a Dungeon Prop Artist - Setting Up Metal Material Instance
In this lesson, you will learn how to set up a metal material for the Unreal Engine 5 assets. We will assign the textures to our PBR material and make sure we end up with nice-looking metal.
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Blender to Unreal Engine - Become a Dungeon Prop Artist - Setting Up Normal Intensity Parameter
The lesson will teach us how to set up a material with normal intensity parameters. You will learn how to make use of the linear interpolate node and set an easily adjustable value for the normal texture strength.
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Blender to Unreal Engine - Become a Dungeon Prop Artist - Correcting Texture Map Brightness values
This lesson will show you how to adjust your texture map for the PBR roughness values to get a rougher surface from the asset.
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Blender to Unreal Engine - Become a Dungeon Prop Artist - Assigning Wax and Flag Material Instances
The lesson will show us how to link material textures to our newly created material instances. We will make sure that they are set up nicely within our Unreal Engine 5 project.
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Blender to Unreal Engine - Become a Dungeon Prop Artist - Naming Material Instances
We are going to start this lesson by rebuilding the materials for our assets and getting our newly created material instances to have identical naming.
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Blender to Unreal Engine - Become a Dungeon Prop Artist - Organizing the Props within Our World
During this lesson, we will lay out our props in the UE5 world to check their scale within the scene. We are going to take all our props from the content browser and lay them out on a platform.
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Blender to Unreal Engine - Become a Dungeon Prop Artist - Importing 3D Prop Collection
In this lesson, we will be importing our 3D prop collection from Blender to Unreal Engine 5. You will learn how to locate the content drawer and navigate your project folder tree, import the file, and choose the right import options for...
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Blender to Unreal Engine - Become a Dungeon Prop Artist - UE5 Introduction to Viewport Controls
In this lesson, you will get introduced to different viewport controls in Unreal Engine 5. You will learn how to navigate your UE5 scene and select or manipulate its actors. You will also learn how to change display options.
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Blender to Unreal Engine - Become a Dungeon Prop Artist - UE5 Introduction to UI (User Interface)
In this lesson, we will get introduced to the UI in Unreal Engine 5. This will help speed up your workflow because you will develop basic knowledge of all its menus to find them when you need them. Over time, this should become instinctual.
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Blender to Unreal Engine - Become a Dungeon Prop Artist - How to Present Your Work with a Turntable
This lesson will teach you how to create a turntable to present 3D art for your portfolio or showreel.
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Blender to Unreal Engine - Become a Dungeon Prop Artist - Working with the Eevee Render Engine
This lesson will introduce you to the Eevee render engine in Blender. You will learn how to use its options to set up a render that will let your portfolio stand out among others.
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Blender to Unreal Engine - Become a Dungeon Prop Artist - Setting Up Cameras and Clipping
This lesson will be the beginning of the process of setting up cameras to render our props in Blender.
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Blender to Unreal Engine - Become a Dungeon Prop Artist - Finishing the Last Dungeon Prop
This lesson will mark the end of our 3D modelling journey as we finish with the last dungeon prop.
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Blender to Unreal Engine - Become a Dungeon Prop Artist - Creating Functioning Details
In this lesson, we will be creating functioning details for our guillotine. This will include the blade and the mechanism behind making it drop.
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Blender to Unreal Engine - Become a Dungeon Prop Artist - Working with More Ornate Models
This lesson will focus on adding ornate details to the model (for example, ornate flares on the top).
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Blender to Unreal Engine - Become a Dungeon Prop Artist - Bringing Structural Accuracy to the Mix
In this lesson, we will be ensuring that our model is structurally accurate. For example, we need to make sure that the structure can hold the weight of all its counterparts, including the blade.
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Blender to Unreal Engine - Become a Dungeon Prop Artist - Starting the Guillotine Model
Although guillotines were introduced later than the medieval historical period that our other assets are meant to depict, we thought you would enjoy learning how to make them as part of this course.
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Blender to Unreal Engine - Become a Dungeon Prop Artist - Texturing the Rack Prop
This lesson will see us finishing work on our medieval torture device. We will be texturing the racks, and this will include blood decals as well.
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Blender to Unreal Engine - Become a Dungeon Prop Artist - Finishing the Rack Modelling
In this lesson, we will finish modelling our rack. We will have one rolling pin at the top of the rack, meaning that only the legs or arms can be dislocated at one time.
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Blender to Unreal Engine - Become a Dungeon Prop Artist - Speeding Up Workflow with Geometry Nodes
In this lesson, we will be testing out both of our geometry nodes—chain and rope. We will be using them both in one model.
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Blender to Unreal Engine - Become a Dungeon Prop Artist - Creating the Rack Base Mesh
In this lesson, we will start work on modelling another torture device for our dungeon. Racks are traditionally wooden and those who would lie on them will have their limbs stretched until they dislocate. Our aim is to make our rack as...
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Blender to Unreal Engine - Become a Dungeon Prop Artist - Realizing Instances and Decimation
In this lesson, we will be using realizing instances to turn geometry nodes into mesh. This will result in a very high polygon count, meaning that we will need to use the decimation modifier in Blender to reduce the polygon count.
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Blender to Unreal Engine - Become a Dungeon Prop Artist - Troubleshooting Decal Issues
We will be making the decal feather go around the mesh. We will be removing parts of it because some were floating in the air.