Blender 3 to Unreal Engine 5 — Dungeon Modular Kitbash

Video description

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

What You Will Learn

  • Use Blender 3 and understand its new interface and shortcuts
  • Build your own dungeon and walk around as if in a real RPG game
  • Create nearly 100 stunning medieval dungeon kitbash assets
  • Optime modular system parts ready to export them into UE5
  • Animate fire and lighting, including braziers and flaming torches
  • Learn how to use HDRIs as 3D model backgrounds for your portfolio

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.

About The Author

3D Tudor By Neil Bettison: 3D Tudor Limited By Neil Ian Bettison: Neil Bettison is a professional 3D artist with nine years of modelling experience, including assets, characters, and environments. After attending the University for Creative Arts (UCA) for a BA (Hons) Computer Games Arts degree, Neil began freelancing. In 2019, Neil Bettison founded 3D Tudor, a YouTube channel, to help other game developers because of his passion for 3D modeling.

Neil is an excellent tutor known for his concise instructions and expertise in Blender, Unreal Engine 5, and Unity. His to-the-point guidance and years of experience make him a valuable resource for learning particle effects, complex asset animation, and game development.

Table of contents

  1. Chapter 1 : Introduction
    1. Introduction
  2. Chapter 2 : Blender Basics
    1. The Basics of Blender
    2. Importing Reference Images
    3. The Importance of Seams and Sharps
  3. Chapter 3 : HDRI Lighting
    1. Working with HDRI Lighting
  4. Chapter 4 : Blender Asset Manager
    1. What Is Transformation Orientation
    2. Working with Blenders Asset Manager
  5. Chapter 5 : Basic Mesh Tools
    1. How to Create Edge Loops
    2. Creating Variation in Meshes
  6. Chapter 6 : Working with Modifiers
    1. Working with the Array Modifier
  7. Chapter 7 : Creating Our First Modular Piece
    1. Creating Our First Dungeon Wall
    2. How Smoothing Works in Blender
    3. Techniques for Creating Geometry
    4. Taking UV Unwrapping to the Next Level
  8. Chapter 8 : Mid-Level Geometry
    1. Creating Our Large Wall Modular Pieces
    2. Fixing Issues with Our Large Brick Walls
  9. Chapter 9 : Modifier Stacking
    1. What Is Modifier Stacking
  10. Chapter 10 : Different UV Options
    1. Project from View Unwraps
  11. Chapter 11 : Creating Our Smaller Assets
    1. Creating the Bottom Walls
    2. Creating Our Small Grate
    3. Creating the Top Walls
  12. Chapter 12 : Doors and Proportional Editing
    1. Starting Our Dungeon Doors
    2. Working with Proportional Editing
    3. Adding Realism to Our Models
    4. Finishing Our Dungeon Door Meshes
  13. Chapter 13 : Creating Hinges and Handles
    1. Creating Hinges and Handles the Easy Way
    2. Finishing Our Dungeon Doors
  14. Chapter 14 : More Complex Geometry
    1. Creating Ornate Pillars
    2. Creating the Ornate Wall Supports
  15. Chapter 15 : Basic Sculpting in Blender
    1. Basic Sculpting Setup in Blender
    2. Importing Custom Brushes to Blender
  16. Chapter 16 : Creating Simple Stairs
    1. Creating Our First Stairs
    2. Finishing Our Straight Stairs
  17. Chapter 17 : Creating Door Arches
    1. Working with Boolean Modifier
    2. Modeling the Modular Door Walls
    3. Outlining Our Door Arches
    4. Creating the Door Arches
    5. Adding Materials to Our Door Arches
  18. Chapter 18 : Spiral Staircases
    1. Using the Simple Deform Modifier
    2. Finishing the Spiral Stair Mesh
  19. Chapter 19 : The Vault Modular Piece
    1. Creating the Vault Wall
    2. Parenting Objects and Keeping Transform
  20. Chapter 20 : Braziers and Hot Coals
    1. Creating the Brazier Mesh
    2. Creating the Hot Coals
  21. Chapter 21 : Dungeon Lighting with Torches
    1. Creating the Ornate Torch
    2. Creating the Torch Handle and Holder
    3. Finishing Our Torch Models
  22. Chapter 22 : Animated Torch Flame
    1. Creating Our Animated Flame
  23. Chapter 23 : Flame Material Node Setup
    1. Setting Up Our Flame Node Tree
  24. Chapter 24 : Bringing Realism to Our Flames
    1. Setting Up the Light Flicker Effect
    2. Creating the Flame Embers
    3. Finishing the Dungeon Modular Pack
  25. Chapter 25 : Starting the Dungeon Layout
    1. Building the Dungeon Sewer System
    2. Creating Our First Dungeon Room
    3. Starting the Library Room
    4. Finishing the Dungeon First Floor
    5. Starting the Dungeon Armory
  26. Chapter 26 : Using Modular Pieces in Different Ways
    1. Creating Under Flooring
    2. Building the Dungeon Kitchens
    3. Creating the Dungeon Mid-Level
    4. Creating the Dungeon Prison
    5. Finishing the Dungeon Main Build
  27. Chapter 27 : Bringing Our Dungeon to Life
    1. Placing Our Torches Throughout the Dungeon
  28. Chapter 28 : Working with Cameras
    1. Setting Up Our Camera
  29. Chapter 29 : Different Render Engines
    1. Rendering with Eevee Renderer
    2. Rendering with Cycles X Render Engine
  30. Chapter 30 : Working with Collections
    1. Setting Up Collections
  31. Chapter 31 : Exporting to Unreal Engine
    1. Setting Up Assets for Unreal Engine 5
    2. Final Blender 3 Finishing Preparation
  32. Chapter 32 : Unreal Engine 5 Basics
    1. Creating New UE5 (Unreal Engine 5) Project
    2. Introduction to UE5 UI (User Interface)
    3. Introduction to UE5 Viewport Controls
    4. Creating New Level and Importing Assets
  33. Chapter 33 : Importing 3D Assets
    1. Setting Up Basic PBR Material
    2. Setting Up Emissive Material
    3. Replacing Material References
  34. Chapter 34 : Bringing Kitbash Props to Scene
    1. Sorting Out Kitbash Assets
    2. Setting Up Kitbash Assets in Order
    3. Creating Asset Color Adjustments
  35. Chapter 35 : Setting Up Mesh Collisions
    1. Creating Mesh Collisions
    2. Generating Custom Collisions
    3. Generating Collisions for Complex Shapes
  36. Chapter 36 : Setting Up the Environment
    1. Setting Up Background Environment
    2. Creating a Lava Base Material
    3. Creating Motion for a Lava Material
    4. Setting Up Lava as PBR material
  37. Chapter 37 : Building Lower Dungeon Floors
    1. Building a Sewer System
    2. Building a Staircase and Our First Modular Room
  38. Chapter 38 : Creating Our Ground Floor Section
    1. Creating Our First Room
    2. Creating the Library Room
    3. Changing the Main Viewpoint
  39. Chapter 39 : Adding More Complexity to Our Rooms
    1. Starting the Armory Room
    2. Creating Two-Tier Rooms
    3. Finishing the Armory Room
  40. Chapter 40 : Working with Elevation to Design Our Level
    1. Setting Out the Pantry Room
    2. Working with Different Lighting Modes
    3. Learning How to Adapt Assets
    4. Laying Out Our Prison
  41. Chapter 41 : Setting Up Hidden Rooms
    1. Working with Colliders
    2. Creating the Treasure Room Hallway
    3. Bringing Our Dungeon Design Together
  42. Chapter 42 : Building Final Parts of Our Level
    1. Adding in the Bottom Walls
    2. Adding in the Final Doors
  43. Chapter 43 : Using Blueprint to Create Interactable Doors
    1. Setting Up Door Blueprint
    2. Creating Interactable Door Blueprint Animation
    3. Setting Up Door Blueprint with Specified Distance Activation
    4. Creating Blueprints for Our Door
    5. Animating All Our Modular Doors
    6. Fixing the Door Collisions
  44. Chapter 44 : Cutting Custom Holes within Mesh
    1. Creating Manhole Floor Covers
  45. Chapter 45 : Setting Up Water Material
    1. Setting Up Water Mesh for Sewer
    2. Creating Water Material
    3. Creating Additional Control for Water Material
    4. Setting Up Water Flow Material Animation
    5. Setting Up Water Material Parameters
  46. Chapter 46 : Creating Sewer Waterfall
    1. Creating Waterfall Using Mesh
    2. Creating a Niagara Particles System for Water
    3. Setting Up Particle System as a Waterfall
  47. Chapter 47 : Creating Sewer Splash Effect
    1. Creating Base Splash Particle
    2. Setting Up Waterfall Particle Curve Graph Parameters
    3. Setting Up Base Splash Particle
    4. Creating Animated Particle Splash
    5. Setting Up Waterfall Splash
  48. Chapter 48 : Setting Up Fire Fluid Simulation
    1. Setting Up Niagara Fire Fluid Simulation
    2. Creating Fire Simulation for Torches
    3. Baking Out Fire Particle Animations
    4. Creating Animated Fire Particle Material
  49. Chapter 49 : Creating Fire Particles
    1. Setting Up Fire Particle Texture
    2. Creating Niagara Fire Particle System
    3. Adding Ember Particles to Our Fire System
  50. Chapter 50 : Creating UE5 Torch Blueprint
    1. Creating a Torch Blueprint
    2. Setting Up Light Flicker Effect
    3. Setting Up Torch Blueprint Variations
  51. Chapter 51 : Setting Up Final Decorations for Our 3D Level
    1. Placing Light Sources Within Our Dungeon
    2. Placing Rock Asset Decorations
  52. Chapter 52 : Setting Up Visuals
    1. Setting Up Lighting for Our UE5 Scene
    2. Color Grading Using Post-Process Volume

Product information

  • Title: Blender 3 to Unreal Engine 5 — Dungeon Modular Kitbash
  • Author(s): 3D Tudor Limited By Neil Ian Bettison
  • Release date: August 2022
  • Publisher(s): Packt Publishing
  • ISBN: 9781837637805