When creating projects in Unreal Engine 5, the environment is one of the most important parts of your game or cinematic. In many cases, you can rely on ready-made assets, but if you need something unique and extraordinary, the skill of creating realistic Levels is priceless.
When creating projects in Unreal Engine 5, the environment is one of the most important parts of your game or cinematic. In many cases, you can rely on ready-made assets, but if you need something unique and extraordinary, the skill of creating realistic Levels is priceless.
That’s why I decided to prepare a course that serves as a complete guide from A to Z on how to create an Environment from scratch, using only Unreal Engine 5 and Megascans. You will learn how to create a Master Material with any number of Layers, which you can easily use in the future, and you’ll get familiar with working with Material Functions.
Next, we’ll create an Auto-Foliage System integrated with your Master Material to save you a lot of time and add variety. We’ll also build a PCG System for your Landscape and meshes from scratch, including advanced interactions, ensuring everything works and looks perfect.
If you want to create unique, realistic Environments efficiently, this course is definitely the perfect choice for you.
Here’s what makes this course stand out:
Always Updated: Regularly refreshed to include the latest UE5 updates, so you’re always learning with the most current tools and techniques.
Beginner-Friendly Structure: Start with no prior knowledge. Each lesson builds on the last, ensuring you gain confidence with every step.
Landscape: You will learn how to edit your Landscape for Cinematic production, using Megascans and Foliage System.
Thorough Fundamentals: Gain a solid understanding of Unreal Engine 5’s core features, fully preparing you for more advanced topics.
Modeling: A comprehensive breakdown of modeling, with the entire process done exclusively in Unreal Engine 5. Everything you see in the images will be created from A to Z in UE5. We will build a complete Roman temple from scratch, modifying meshes and materials as we go.
Master Material: We will build a Master Material for your landscape from scratch, in the most optimized way possible. Martin’s method eliminates "spaghetti" completely and gives you full control over all layers. Additionally, you’ll learn how to add new layers and completely eliminate tiling – we’ll create a system from the ground up.
Material Function: You’ll create a system you can reuse in your future projects. It will be optimized and fully modifiable, allowing you to control all key parameters. You’ll understand how to work with Landscape Materials, create custom materials, and modify textures and the appearance of your landscape in real-time.
Auto Foliage System: We’ll integrate functionality into our Master Material to let you freely add any foliage to your material's layers. Moreover, it will all work automatically across the entire landscape area.
PCG System: From scratch, we will build a complete PCG System, including advanced features, learning in a practical, hands-on way. By the end of this chapter, you’ll know everything about PCG.
Blocking Volume: You’ll learn how to use Blocking Volume in combination with the PCG System.
Spline + PCG: We’ll add a Spline system to the PCG. In this case, we will create a road leading to our Ruined Roman Temple. Additionally, you’ll learn how to control the parameters of individual Mesh Spawners in the PCG, giving you complete control over what and where it generates.
PCG Mesh System: To further expand your skills, we’ve added lectures on using PCG not only for landscapes but also for meshes. You’ll see how to control PCG behavior in an advanced way and save hours of work.
We will finish the course when you have a ready-to-use level, complete with a PCG system and fully functional landscape material, which you can easily reuse in your future projects.
In the final Lecture, we’ll also discuss Post Process Volume and Cinematics.
I've had the pleasure of creating and leading projects for many companies, including brands like EA, Plarium, Konami, and Square Enix. The extensive experience I've gained, I aim to pass on to aspiring artists in my courses, who find themselves in the same place where I once started my journey.
Before we start, here’s a quick overview of the course structure.
Download and install Epic Launcher to get Unreal Engine.
Select Template and create your UE5 Project.
Learn how to download FAB assets and Megascans.
You will learn the basic functions of UE5. I will show you how to control the view, important hotkeys, features of various windows, and what you should pay special attention to.
*I prepared list of most important Hotkeys & Commands in UE5. PDF file below:
Learn how to create basic Landscape layout for our Project.
We will create a Master Material for your Landscape built with any number of Layers and random Tiling function. Additionally, you will learn how to utilize Material Function availability in Unreal Engine 5.
We will continue creating Material Functions for additional Layers. You will learn the principles of proper naming conventions and how to organize parameters in a Material Instance - the parameters you will create for your Master Material!
Learn how to utilize Quixel Megascans for your Project.
Use Tools to sculpt, flatten and smooth your Landscape.
* I prepared 3 different Alpha Brushes for your project. You can download them from Resources tab:
We will prepare a blocking layout for your Roman Temple. You will learn how to properly plan your work and proportions for your 3D model.
Learn how to fast and easy replace blocking meshes with Megascans assets.
Create walls for our Temple using Modeling tools.
We will continue working with the Modeling system in UE5, create custom meshes, and you will learn how to modify geometry.
Create Material slots directly in the UE5, customize your meshes appearance and modify Megascans materials.
We will create a Roman Trim element using Modeling tools and by modifying the Material.
Learn how to use Model Tools to cut and customize your meshes.
Edit height of your custom walls, modify and prepare them for next phase.
Use Extrude, Push & Pull and other functions to build your custom roof.
Work with Materials to finalize look of your Temple floor. Prepare 3D model for advanced editing.
Using the Boolean Mesh function, we will create realistic damage to our structure.
Learn how to use UE5 Deform Tools with your meshes.
We will create photorealistic doors using Megascans and Modeling tools.
We will add an extra layer of quality by using high-quality decals. You will learn how to control them in interaction with the environment.
You will add 3D Plants to your Temple and learn more, useful Decals functions.
We will create interior for our Temple, including Megascans and customization process.
Let's finalize our Roman Temple 3D artwork, try to be creative and add extra layer of quality.
We will build our PCG Graph and start populating our level with high quality trees.
* Remember, the biggest strain on your GPU will come from the trees in the Megascans library. To optimize your project, in addition to converting them to Nanite, you can adjust the displayed LOD versions.
We will add additional meshes to our system, as well as new functions such as the Difference node.
We will add next Layer to our PCG Graph - Saplings.
Learn how to create and use Blocking Volume with our PCG System.
We will add 2 more Layers to our PCG Graph.
Create Spline System and add interactions with PCG.
We will create a Landscape Grass Type and add functionality to our Master Material.
Customize Megascans Materials to match our Environment colors and atmosphere.
Learn how to utilize our Landscape Layers and manually paint selected area of your level. We will also add new Landscape Grass Type to Master Material.
You will learn how to fully utilize the capabilities of Megascans to create a realistic wind effect, and we will add modifications to our Landscape Layers.
We will add more 3D assets from Quixel to make our level even more interesting.
We will add even more meshes to our PCG Graph, and you will learn how to use the "Attribute" node.
We will create new PCG Graph for our Roman Column meshes.
We will add even more control options to our new PCG Graph.
Let’s finalize our project and prepare it for Unreal Engine 5 cinematics.
It's time to showcase your work, and the perfect way to do this is by creating a Cinematic in UE5. In this additional Chapter, I will introduce you to Cinematics, Lighting, and Post Process Volume. If you want to learn more, we have prepared courses on these topics.
* I’ve prepared a PDF document with Rendering Tips, especially useful for working with Megascans.
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