Blender 3 to Unreal Engine 5 — Dungeon Modular Kitbash
Video description
Discover how to design a 3D dungeon model in Blender 3 and import it into Unreal Engine 5 to create game environment transitions similar to those in a genuine RPG game
About This Video
Enjoying the 3D modeling to game environment transition from Blender to Unreal Engine 5
Setting up your dungeon ready for walking through with your very own third-person character in UE5
Rendering an underground medieval dungeon to a high …
Blender 3 to Unreal Engine 5 — Dungeon Modular Kitbash
Video description
Discover how to design a 3D dungeon model in Blender 3 and import it into Unreal Engine 5 to create game environment transitions similar to those in a genuine RPG game
About This Video
Enjoying the 3D modeling to game environment transition from Blender to Unreal Engine 5
Setting up your dungeon ready for walking through with your very own third-person character in UE5
Rendering an underground medieval dungeon to a high level for professional 3D artist portfolios
In Detail
This course consists of two important parts. In the first half, we will build a massive dungeon complete modular system (kitbash) in Blender 3 and create approximately 100 stunning medieval dungeon kitbash assets, enabling you to build an underground dungeon environment.
In the second half, you will learn how to optimize the modular system parts that are ready to be exported into Unreal Engine 5. Once the modular is imported, you will learn how to open a game door, custom collisions, and all about the Niagara fire systems, and set up our dungeon that is ready for a walkthrough with our very own third-person character in Unreal Engine 5.
Next, we will create animated stylized fire and lighting. In the final sections, you will learn how to use render to improve the quality of presentation for our 3D environment in Eevee and Cycles X.
This course will see you learn all the techniques that pros use and how they use them. Learning how to achieve realism through aging your 3D game environments will be a central part of this course’s learning objectives!
By the end of this course, you will be able to master the skills to build an RPG-style dungeons and dragons game.
Audience
This course is intended for beginner or midlevel 3D modelers who want to learn how to create assets for AAA games with a medieval theme or for game designers who want to create a medieval dungeon setting for RPG games using Unreal Engine 5.
This course can also be useful for RPG lovers and Dungeons and Dragons (DND) players who want to explore and experience a medieval dungeon setting.
Chapter 26 : Using Modular Pieces in Different Ways
Creating Under Flooring
Building the Dungeon Kitchens
Creating the Dungeon Mid-Level
Creating the Dungeon Prison
Finishing the Dungeon Main Build
Chapter 27 : Bringing Our Dungeon to Life
Placing Our Torches Throughout the Dungeon
Chapter 28 : Working with Cameras
Setting Up Our Camera
Chapter 29 : Different Render Engines
Rendering with Eevee Renderer
Rendering with Cycles X Render Engine
Chapter 30 : Working with Collections
Setting Up Collections
Chapter 31 : Exporting to Unreal Engine
Setting Up Assets for Unreal Engine 5
Final Blender 3 Finishing Preparation
Chapter 32 : Unreal Engine 5 Basics
Creating New UE5 (Unreal Engine 5) Project
Introduction to UE5 UI (User Interface)
Introduction to UE5 Viewport Controls
Creating New Level and Importing Assets
Chapter 33 : Importing 3D Assets
Setting Up Basic PBR Material
Setting Up Emissive Material
Replacing Material References
Chapter 34 : Bringing Kitbash Props to Scene
Sorting Out Kitbash Assets
Setting Up Kitbash Assets in Order
Creating Asset Color Adjustments
Chapter 35 : Setting Up Mesh Collisions
Creating Mesh Collisions
Generating Custom Collisions
Generating Collisions for Complex Shapes
Chapter 36 : Setting Up the Environment
Setting Up Background Environment
Creating a Lava Base Material
Creating Motion for a Lava Material
Setting Up Lava as PBR material
Chapter 37 : Building Lower Dungeon Floors
Building a Sewer System
Building a Staircase and Our First Modular Room
Chapter 38 : Creating Our Ground Floor Section
Creating Our First Room
Creating the Library Room
Changing the Main Viewpoint
Chapter 39 : Adding More Complexity to Our Rooms
Starting the Armory Room
Creating Two-Tier Rooms
Finishing the Armory Room
Chapter 40 : Working with Elevation to Design Our Level
Setting Out the Pantry Room
Working with Different Lighting Modes
Learning How to Adapt Assets
Laying Out Our Prison
Chapter 41 : Setting Up Hidden Rooms
Working with Colliders
Creating the Treasure Room Hallway
Bringing Our Dungeon Design Together
Chapter 42 : Building Final Parts of Our Level
Adding in the Bottom Walls
Adding in the Final Doors
Chapter 43 : Using Blueprint to Create Interactable Doors
Setting Up Door Blueprint
Creating Interactable Door Blueprint Animation
Setting Up Door Blueprint with Specified Distance Activation
Creating Blueprints for Our Door
Animating All Our Modular Doors
Fixing the Door Collisions
Chapter 44 : Cutting Custom Holes within Mesh
Creating Manhole Floor Covers
Chapter 45 : Setting Up Water Material
Setting Up Water Mesh for Sewer
Creating Water Material
Creating Additional Control for Water Material
Setting Up Water Flow Material Animation
Setting Up Water Material Parameters
Chapter 46 : Creating Sewer Waterfall
Creating Waterfall Using Mesh
Creating a Niagara Particles System for Water
Setting Up Particle System as a Waterfall
Chapter 47 : Creating Sewer Splash Effect
Creating Base Splash Particle
Setting Up Waterfall Particle Curve Graph Parameters
Setting Up Base Splash Particle
Creating Animated Particle Splash
Setting Up Waterfall Splash
Chapter 48 : Setting Up Fire Fluid Simulation
Setting Up Niagara Fire Fluid Simulation
Creating Fire Simulation for Torches
Baking Out Fire Particle Animations
Creating Animated Fire Particle Material
Chapter 49 : Creating Fire Particles
Setting Up Fire Particle Texture
Creating Niagara Fire Particle System
Adding Ember Particles to Our Fire System
Chapter 50 : Creating UE5 Torch Blueprint
Creating a Torch Blueprint
Setting Up Light Flicker Effect
Setting Up Torch Blueprint Variations
Chapter 51 : Setting Up Final Decorations for Our 3D Level
Placing Light Sources Within Our Dungeon
Placing Rock Asset Decorations
Chapter 52 : Setting Up Visuals
Setting Up Lighting for Our UE5 Scene
Color Grading Using Post-Process Volume
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