Delivered Unreal Engine 4 Modular Environments [CGMA, Clinton Crumpler]

If the content delivered already

Unreal Engine 4 Modular Environments [CGMA, Clinton Crumpler]

VUnicorn

Administrator
Staff member
GB Organizer
Cashier
Aug 6, 2023
2,530
1,131
113
Credits
$48.47
GBG Credits
Ğ0

Unreal Engine 4 Modular Environments [CGMA, Clinton Crumpler]

Publisher
CGMA
Product Type
Video Course
Product URL
https://cgmasteracademy.com/courses/45-ue4-modular-environments/
Author
Clinton Crumpler
Language
English
Duration
36:35
Release date
Oct 1, 2021
Skill level
3.00 star(s)
Project Files
Yes
Product Price
$998
UE4 Modular Environments [CGMA, Clinton Crumpler]-.jpg

A 10-week course on creating a complete modular game environment in Maya and Unreal Engine 4

Course Description

UE4 Modular Environments is an advanced 10-week course focused on building a fully realized environment using modular workflows for game production. Students will learn how to analyze reference, break a scene down into reusable assets, create modular kits, and assemble a professional-quality environment inside Unreal Engine 4.

The course covers the full production pipeline, from early reference breakdown and blockout to modular modeling, texture planning, tileable and unique texture creation, shader setup, lighting, storytelling, final presentation, and portfolio screenshots. Students will work with tools such as Maya, Unreal Engine 4, Substance Painter, Photoshop, and Marmoset.

By the end of the course, students will have a polished UE4 environment with multiple final renders, reusable modular assets, and texture sets that can be used for future projects.

UE4 Modular Environments [CGMA, Clinton Crumpler]-01.jpg

What You Will Learn

Students will learn how to plan and build modular environments efficiently, using reusable meshes, trims, tileable materials, decals, and unique texture sets. The course teaches how to create believable architectural spaces while keeping performance, optimization, and visual quality in mind.

Key topics include:
  • Breaking down references into modular assets and texture categories
  • Creating blockouts in Maya and importing them into Unreal Engine 4
  • Building modular meshes for architecture and environment design
  • Creating tileable and unique textures
  • Baking texture maps in Marmoset
  • Texturing in Substance Painter
  • Working with PBR values and material accuracy
  • Creating Unreal Engine shaders and master materials
  • Adding secondary details, props, decals, cables, and storytelling elements
  • Lighting scenes in Unreal Engine 4
  • Using post-process volumes for final presentation
  • Capturing high-quality portfolio screenshots

Weekly Breakdown

Week 1 - Observing Reference and Planning the Scene

Students begin by analyzing references and breaking the environment into reusable pieces, repeated textures, modular assets, trims, decals, and unique details. The week focuses on planning the environment, creating an initial blockout, and understanding how modular workflows help structure a scene efficiently.

Week 2 - Importing the Blockout into UE4

Students import their initial blockout meshes into Unreal Engine 4 and begin assembling the scene inside the engine. This week introduces basic UE4 tools, grid snapping, modular placement, and early visual storytelling decisions.

Week 3 - Texture Planning and High Poly Meshes

Students organize their assets into texture categories, separating elements that should use tileable textures from those that require unique texture sets. The course also introduces optimization and performance considerations when building environments for Unreal Engine 4.

Week 4 - Baking Textures and Low Poly Creation

Students learn how to create repeatable textures using Maya and Photoshop, with a focus on avoiding obvious repetition across large surfaces. This week also covers preparing core texture maps such as normal, metalness, and ambient occlusion.

Week 5 - Building Textures in Substance Painter

Students create tiling and unique texture sets in Substance Painter. The focus is on adding believable story details such as wear, scratches, dust, decay, and surface aging while managing proper PBR values for albedo, roughness, specular, metallic, and normal maps.

Week 6 - Modular Application

Students apply their modular modeling skills to architectural pieces and environment assets. This week covers UV mapping, applying tiling textures, finalizing models, and creating simple Unreal Engine shaders for use inside the scene.

Week 7 - Advanced Materials

Students learn how to create more advanced shaders, including color variation, exposed parameters, material instances, and master materials. These techniques help reduce visible tiling and make modular assets feel more unique inside the engine.

Week 8 - Visual Narrative and Secondary Details

Students add storytelling elements and secondary details such as cables, signs, small props, decals, and additional modular pieces. The focus is on adding asymmetry, variation, and narrative depth to the environment.

Week 9 - Lighting

Students begin lighting their Unreal Engine scene and learn how lighting can help break up repetition, create mood, guide composition, and improve the final presentation. This week also introduces final camera composition for portfolio renders.

Week 10 - Finalizing the Scene

Students finalize the environment by adding final details, decals, props, lighting improvements, and post-processing. The course also covers how to capture high-quality screenshots inside Unreal Engine and make simple presentation adjustments in Photoshop. By the end of the course, students will have 5–10 final images of their completed environment.

UE4 Modular Environments [CGMA, Clinton Crumpler]-03.jpg

Course Details

Format: Standard
Lecture Type: Pre-recorded
Feedback: Individual recordings
Duration: 10 weeks
Assignments: Weekly deadlines
Q&A: Once a week
Skill Level: Advanced
Software: Maya or equivalent, Unreal Engine 4, Photoshop, Substance Painter, Marmoset
Prerequisites: Knowledge of Maya, ZBrush, Unreal Engine, Substance Painter, and material/shader creation in UE4

Instructor

The course is taught by Clinton Crumpler, founder, studio head, and creative director of Dekogon Studios. Clinton has worked as a senior look development artist at Microsoft Studios / The Coalition on the Gears of War franchise and has professional experience with studios such as Bethesda Game Studios Austin, KIXEYE, Army Game Studio, and other independent projects.

His expertise includes environment art, art direction, shaders, visual development, and real-time production workflows for AAA, indie, and mobile games. In 2016, he also released a textbook focused on game art development for Unreal Engine.

Who This Course Is For

This course is designed for advanced environment artists, 3D artists, and game artists who want to improve their ability to build modular environments for real-time production. It is especially useful for artists who want to create strong portfolio pieces using Unreal Engine 4 and learn a professional workflow for planning, building, texturing, lighting, and presenting game environments.
 

Attachments

  • UE4 Modular Environments [CGMA, Clinton Crumpler]-02.jpg
    UE4 Modular Environments [CGMA, Clinton Crumpler]-02.jpg
    351.9 KB · Views: 10
Last edited: