Course Description
Have you ever wanted to build an entire game world using 3D props and assets that will populate your space and envelop players in a medieval fantasy?
Join ‘Blender to Unreal Engine Become a Dungeon Prop Artist’ to take your 3D modelling skills up a notch. Graduate to the next level of game design through learning all about the Blender to Unreal Engine 5 (UE5) professional workflow for medieval dungeon props.
Course Description
Have you ever wanted to build an entire game world using 3D props and assets that will populate your space and envelop players in a medieval fantasy?
Join ‘Blender to Unreal Engine Become a Dungeon Prop Artist’ to take your 3D modelling skills up a notch. Graduate to the next level of game design through learning all about the Blender to Unreal Engine 5 (UE5) professional workflow for medieval dungeon props.
Build a small armory for your dungeon’s guard room, equipped with a couple of swords and a helmet next to a table with a candle on top, burning the night away as the guard's sleep. And MUCH more.
Learn how to create 50+ assets in over 30 hours.
We have designed the course from the ground up to make sure that no matter your skill level, you will easily be able to follow along and more importantly learn most of the skills to create your own 3D game prop set.
Our ‘Blender to Unreal Engine Become a Dungeon Prop Artist’ top 7:
1. Learn how to create over 50 3D dungeon props from scratch
2. Download over 100 unique texture maps for both Blender & Unreal Engine 5 (UE5), built exclusively for this course
3. Create rope and chain geometry nodes with optional side bars for ease of use
4. Join a complete guide on rendering out in both of Blender’s rendering engines - Eevee and Cycles - and master using Blender’s compositor for amazing professional renders
5. Enjoy full Unreal Engine 5 (UE5) integration, giving you game-ready working 3D assets for your medieval dungeon environment and more
6. Bring your 3D models and props to life with custom materials, adding decals like straw, blood, and stamps
7. Become a Blender node guru by adding nodes to your imported maps to completely change the way they look and feel
I imagine you using these props in what is becoming 3D Tudor’s up-and-coming best seller, ‘Blender 3 to Unreal Engine 5 Dungeon Modular Kitbash’.
Think about it – all these assets would fit perfectly within the rooms we created, making your 3D dungeon game environment alive with the power of storytelling.
Although guillotines were introduced later than the medieval historical period our other assets are meant to depict, we thought you would enjoy learning how to make them as part of ‘Blender to Unreal Engine Become a Dungeon Prop Artist’. 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.
What about creating an interior for your castle with ‘Creating a Modular Kitbash in Blender’ and using these to populate the space too and create an environment that everyone will talk about?
This course will give you access to just over 30 hours of 3D art in around 160 comprehensive lessons.
This course will see you learn all the techniques pros use and how they use them. Learn how to achieve realism using custom materials to create blood spatter that will look perfect for your torture chamber at the bottom of your dungeon.
Blender
Create the ‘Blender to Unreal Engine Become a Dungeon Prop Artist’ props and walk through the halls of your very own medieval dungeon with banners, cages, and a not-so-medieval but very torturous and iconic, guillotine.
Have you ever wanted to learn how to model gems and treasure coins to add that extra glow to your scene?
You will do just that.
‘Blender to Unreal Engine Become a Dungeon Prop Artist’ will see you build 3D props fit for the medieval dungeon of your dreams (or nightmares. ), including but not limited to:
- House banners
- Wall cages
- Stocks like in Game of Thrones (GoT)
- A stretching rack
- A guillotine
- Traditional stocks
- A straw bed
- Table and chairs
- Torches
- A weapons rack
- Candles, books, parchment, gems, and other furniture
Master geometry nodes to speed up your workflow. You will be able to alter how a prop looks (i.e., its geometry) using node-based functions. We will also set up the geometry node variable menus in the modelling tab to save you time rather than going into the geometry nodes menu every time. I will also be introducing you to another hidden addon in Blender – the loop tools addon. It enables you to create circles and circles in geometry, allowing you to bridge your geometry with two clicks
Following the success of my latest courses, we will be modelling, texturing, and finalizing every individual asset before moving on to the next. Students have said that this has helped them in staying excited throughout the creation process, being able to see how their scene comes closer to the course preview step-by-step.
Of course, you could set yourself a challenge and diversify aspects of the medieval dungeon props such as changing the textures, adding different variations, or more assets such as different doors and smaller assets like chains on the wall to make your medieval dungeon more alive.
Find out how to set up materials Blender. Change them to suit your needs by adding adjustment modes and becoming a true texturing genius. For an extra touch of detail, you will learn how to use the grease pencil to draw lines to turn them into curves, and finally, into 3D mesh. This is a great technique for creating swirls and ornamental work.
Use ‘Blender to Unreal Engine Become a Dungeon Prop Artist’ to master UV editing using edge seam creation, custom projection and UV manipulation to make the best use of your seamless textures.
Instead of choosing one rendering engine over another, you will be learning how to use Blender’s Eevee and Cycles X renderers to get the most out of your prop presentation.
Unreal Engine 5
Through ‘Blender to Unreal Engine Become a Dungeon Prop Artist’ you will be learning everything right from importing individual models from Blender to having them work correctly in UE5. We will be manually importing our asset collection and setting up material instances for them. One of the most interesting parts of the UE5 part of this course will be that we will be setting up torch blueprints with realistic fire particle animation and light flicker to bring your scene to life.
We will look at how to import and use textures created specifically for Unreal Engine and use them to create the materials for our medieval dungeon props. You will find out how to change PBR texture values by directly adjusting their information from within, built in the image editor.
Next, we will set up PBR materials with adjustable parameters that will allow you to change the intensity of the normal map (e.g., adjust colour, change roughness values, and more). You will work through the different transparency materials that will help you set up cut-out decals, partially transparent decals with PBR values and two side-faced textures.
‘Blender to Unreal Engine Become a Dungeon Prop Artist’ will also be an introduction to how to set up files to create a clean UI. The skills you learn here are fully transferable to all your future builds.
One of the most exciting things about ‘Blender to Unreal Engine Become a Dungeon Prop Artist’ is that you will create collisions for your props to block out your playable character. This will help your assets fit in seamlessly within your ‘Blender 3 to Unreal Engine 5 Dungeon Modular Kitbash’, ready to test out with your UE5 character. To optimise your time, you will learn a method for placing your assets quickly within any type of game level.
Your UE5 milestone project will be to present your asset pack in Unreal Engine 5 and render out a turntable video.
Course Resources & Freebies
The ‘Blender to Unreal Engine Become a Dungeon Prop Artist’ resource pack includes 27 unique seamless materials, 1 atlas material for the books, 1 trim sheet for gold decorations, 7 ornaments set up with PBR materials, 3 unique blood PBR materials, 2 transparency detail textures (i.e., straw and helmet feather), and 1 UE5 animation texture for the Niagara fire particle system. You will be getting a total of 297 texture maps. You will be getting a total of 297 texture maps.
Join this course and come be part of a game design journey of over 30 hours of learning that will see you go away with over 50 game-ready medieval props for your dungeon in just 160 lessons.
Check out the free introduction and I am sure you won’t be able to put this course down.
To get you pumped, imagine how well this 3D props set fits in with your other 3D Tudor projects.
Be creative. Feature your medieval dungeon assets inside a medieval castle keep with ‘Creating a Modular Kitbash in Blender’. Also, think about using them in other medieval environments such as ‘Blender 3 The Ultimate Medieval Scene Course’, and adding more assets that would exist in farms such as bags of grain, a hearth, and different tables based on the skills you learned.
Pair up your guillotine with some gallows using ‘Blender to Unreal Engine 5 | 3D Props | Medieval Gallows’ to master the look of your medieval castle’s execution area. Use the full power of Blender 3 and Unreal Engine 5 (UE5) to your advantage.
Until next time, happy modelling everyone.
Neil – 3D Tudor
In this lesson, we will look through the download pack that comes with ‘Blender to Unreal Engine Become a Dungeon Prop Artist’. You will find 23 unique seamless materials, 1 atlas material for the books, 1 trim sheet for gold decorations, 7 ornaments set up with PBR materials, and 3 unique blood PBR materials. You will be getting a total of 239 texture maps.
This lesson will introduce you to Blender. You will find this useful as a new and skilled user since we will show you the basic tools and menus to get started with ‘Blender to Unreal Engine Become a Dungeon Prop Artist’.
Lesson 3 will be a complete guide to references. You will find out why references are important for 3D modellers and games art. I will also show you how to use references to develop a concept and improve your 3D art using Pureref.
In this lesson, we will start modelling our first model the table. This is a good place to start since its one of the simplest models out of all the props.
In this lesson you will be introduce to the Blender modifier tab. We will be making modifier use as part of our on going workflow as we progress through the course.
Lesson 6 will see us finishing our first basic mesh for complete with all of the planks of wood and sides that make up the table. This should be a good standard to set for the rest of our models.
In this lesson, you will find out how to use smooth shading in Blender. Its important that we learn how to not only create hard edges but also smooth shapes as well. Much of this process can be automated and that’s what we will be learning.
In this lesson you will be introduced to seams and how to effectively use them. We will also be looking at other ways to use them to speed up modelling workflow not just UV unwrapping.
In lesson 9, you will find out how to import texture maps with node wrangler in Blender. This is perhaps the most useful built in addon that’s available for blender. This addon makes creating materials a real joy.
In this lesson, we will begin to integrate HDRI lighting. This will allow us to set the scene and atmosphere for ‘Blender to Unreal Engine Become a Dungeon Prop Artist’.
In this lesson, we are going to learn how to make use of light sources to better light up our assets.
In lesson 12, we will be setting up our first materials in Blender. We will learn how to set up texture maps, including ambient occlusion, emission, and opacity.
In this lesson, you will find out how to customise imported texture maps in Blender. You will be learning about the node structure that comes in-built in Blender. I will also show you how to use nodes to create differences in textures, such as colour and saturation.
This lesson will introduce you to the Blender asset manager. This tool will allow you to organise the 3D assets you will create as part of ‘Blender to Unreal Engine Become a Dungeon Prop Artist’ to quickly pull them into your scene when needed.
In lesson 15, we will teach you how to populate your Blender asset manager. This will be a full lesson on the functionalities of the asset manager system in Blender.
Starting from this lesson, you will be introduced to the basic 3D modelling workflow. You will find out what problems might arise when you use auto smooth on a model in Blender.
This lesson will use everything we have worked on so far, using a basic workflow to create a simple chair.
In this lesson, you will learn how to fix issues with UV unwrapping. These are basic problems you may come across. For example, you might have issues with seams or issues with textures not being applied properly to meshes.
In lesson 19, you will see your table and chairs come to life as we finish the complete 3D modelling and prop creation process.
In this lesson, we will be using another one of Blender’s modifiers, solidify, to turn 2D planes into 3D objects. The key here is learning how to use it effectively.
What good is a table if you cannot sit down and eat? In this lesson, we will be finishing our utensils.
In lesson 22, you will learn how to use the grease pencil to draw lines, to turn them into curves, and finally, into 3D mesh. This is a great technique for creating swirls and ornamental work.
This lesson will focus on creating handles for our ale mug. This is a characteristic asset that I would expect to see in a dungeon for the guards to drink out of. Wouldn’t you?
Every object that is UV mapped has to have a beginning and point. In this lesson, I will show you where to put these and hide your seams to make them harder for players to see.
In this lesson, we will be adding more models to our ‘Blender to Unreal Engine Become a Dungeon Prop Artist’ asset library. We will also be populating our material library so that you can reuse them in any other of your Blender builds or projects.
In lesson 26, now that we have dealt with standard texture maps, we will be progressing to trim sheets. These texture maps can be used to give you a lot more variations when texturing your own models.
In this lesson, we will be learning a set of good techniques to use Blender to your advantage to create gemstones. We will be making blue, golden, and silver gems.
Here, we will be working with the array modifier, but we will also be taking it up a level, using empties and rotation concurrently.
In lesson 29, we will be finalising the details on our goblet props. We will be trying to make it as ornate but as low poly as possible. A good way to do this is adding gemstones.
This lesson will see us finishing jewel props for ‘Blender to Unreal Engine Become a Dungeon Prop Artist’.
In lesson 31, we will be using atlas texture maps which allow you to move your UVs into certain spaces to change what texture is on the model. By this point, you will have gained a comprehensive understanding of the three types of texture maps available in 3D modelling.
Lesson 32 will show you how to create books and paper using Blender. We will be making several opened and unopened scrolls, and books of different sizes with different leather bindings.
In this lesson, you will find out how to create large props from smaller ones. For instance, you can combine a stack of books together and rotate them to create props that look differently and populate your dungeon.
Learning how to make barrels is part of the bread-and-butter knowledge every 3D modeller should have. You will be finding out how to utilise Blender to practice the best workflow for creating barrels.
This lesson will show you easy ways of creating 3D crates in Blender.
In this lesson, we will try and take something that looks complex, and simplify it down to its lowest denominator. We will simplify these props down to their essentials to create assets that are easy to build.
In lesson 37, we will be using mark seams to highlight the island and use that to make more mesh from it.
In this lesson you will find out about the importance of maintaining aesthetics in a 3D scene or environment. We will learn how to add signs of damage to your models to make them look worn and realistic.
With lesson 39, we will be starting work on creating a water material. We will be using our texture maps and opacity along with the gamma node in Blender.
In this lesson, we will be finishing the modelling process of our barrels and crates.
In lesson 41, you will learn how to import images as planes. This is useful if you want to import decals with opacity.
This lesson will focus on learning how to apply decals to curved objects using the shrink-wrap modifier in Blender.
This lesson will see us creating our first chest prop for ‘Blender to Unreal Engine Become a Dungeon Prop Artist’. You will be creating two wooden crates with metal supports – one slightly more angular and the second more rounded than the other.
In lesson 44, we will be creating hinges using a bevel technique. This will allow us to use the options within the bevel menu to change the shape, the width, and the segments of our bevels to create beautiful prop accessories.
In this lesson, we will be bringing our individual chests to life. There is no point to a chest if it is lacking handles and locks, so with this lesson, we will be focusing on adding little intricacies. This can be a very useful skill to have because of how easily transferable it is to other props.
In lesson 46, we will be creating the small chest prop for ‘Blender to Unreal Engine Become a Dungeon Prop Artist’.
This lesson will see us finishing the modelling process for both of our chests in Blender.
In this lesson, we will be texturing our small chest prop for ‘Blender to Unreal Engine Become a Dungeon Prop Artist’.
Lesson 49 will show you how to create the treasure material for our open chest. You will learn how to bring the textures in to make them look like gold. We will be using Blender’s nodes to change the metallic and roughness maps to make it look realistic.
This lesson will mark the beginning of us working to create a visually appealing gold coin pile of treasure ready to be taken by the next passer-by.
In lesson 51, we will learn about displacement. This will give us the lumpy look of treasure. When we combine this with decimate, we will end up with a low poly mesh that is highly effective.
In this lesson, we will be creating the smaller coins for our coin pile. Adding coins of different sizes will help us make the treasure look more believable and fill those small gaps between the coins perfectly.
Lesson 53 will see us populating the treasure chest with what else? Treasure!
In lesson 54, we will be using the in-built Blender addon – add curves. This will enables us to use spirals which is the easiest way to create scrolls from scratch.
In lesson 55, you will be creating a scroll with a torn paper effect in Blender.
In this lesson, we will be creating a parchment roll. Using a similar technique to what we have used in the creation of the scrolls, we will be using the mirror modifier to create rolled up parchment.
This lesson will focus on adding realism to our scrolls by adding seals and stamps to them to mark their authenticity to the next reader.
In lesson 58, we will be adding text to our parchment. We will be using a decal to that as well as stamp decal.
In this lesson, we will be going through a checklist of what needs to be done before we can call our scrolls finished and add them to our ‘Blender to Unreal Engine Become a Dungeon Prop Artist’ scene.
We will be learning about quick ways to select geometry rather than selecting individual faces. Blender has a massive number of ways to select things quickly and easily but they are hard to find. Let me be your tour guide.
Lesson 61 will see us finishing our hanging cage model. We will be making sure that its wooden support is structurally strong enough to hold the cage.
In this lesson we will be adding textures to our hanging cage model.
This lesson will see us start work creating a set of bookcases for ‘Blender to Unreal Engine Become a Dungeon Prop Artist’.
In lesson 64, we will be integrating small details to the design of our bookcases to create two different ones. We will be featuring books and scrolls in them.
In this lesson, we will be adding the bookcases to our asset manager.
This lesson will be the beginning of working on creating a set of banners. We will start work on creating the first one. These can be useful to use in a dungeon or in a castle to add character to it through different house or lineage colours and decals.
In lesson 67, you will be finding out great sculpting techniques for creating the illusion of cloth in Blender. This is a basic introduction to sculpting and we will be going through a couple of the brushes and learning how to raise and lower topology.
In this lesson, we will be finishing the banner models.
Lesson 69 will see us learning how to create the cloth material for our banners.
In this lesson, you will learn how to add decals to cloth and make them transparent so that they can seamlessly blend in with the background texture.
This lesson will be the beginning of working on creating stocks. These can be an essential part of a torture chamber or part of the assets you might expect in a public execution square.
In this lesson, we will be adding blood details to our stock model using decals in Blender. This will add to the realism of our ‘Blender to Unreal Engine Become a Dungeon Prop Artist’ scene since people bound in stocks are likely to be wounded in some way.
Some decals will not fit on a 3D model no matter how you try to place them. So, it is a good idea when you are confronted with things like this to use Blender’s knife tool to cut away unwanted geometry.
Lesson 74 will be your crash course to geometry nodes in Blender. This will speed up your workflow because you will be able to alter how a prop looks (i.e., its geometry) using node-based functions.
In this lesson, we will be set up the geometry node variable menus in the modelling tab to save you time rather than going into the geometry nodes menu every time.
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