Booking options
£41.99
£41.99
On-Demand course
6 hours 2 minutes
All levels
Welcome to the Blender to Unreal Engine 3D Props Medieval Market Stall course. In this course, we will be creating a medieval market stall game asset incorporating cloth simulation. One of the best parts of the course is finding out a clever way of distributing numerous vegetables in a crate using an emitter.
Welcome to part 2 of a medieval game assets 3D modeling series. In this part, you will learn how to build a medieval game asset that would fit perfectly in the main square of any medieval game city or medieval castle, kept in the game engine of your choice. We will focus on building a simple wooden structure for our market stall, followed by simulating cloth and adding realism to it. We will use specific types of in-built Blender lighting functionalities that will enhance the happy and magical feeling of our medieval market stall. To simulate long pieces of cloth on top of a structure in a realistic way, our main tool will be the Blender cloth simulator, alongside using the array modifier to create the tassels. Also, using proportional editing, we will be fine-tuning delicate cloth movements. Finally, we will deep-dive into Epic's all-new Unreal Engine 5. You will learn everything right from importing animations from Blender to having them work correctly in UE5 to rendered in real-time and creating our own portfolio gradient skybox! By the end of this course, you will be able to create a 3D medieval market stall asset for your game. All the resources for this course are available at: https://github.com/PacktPublishing/Blender-to-Unreal-Engine-5---3D-Props---Medieval-Market
Use Blender and understand its interface and shortcuts
Learn effective problem-solving in Blender
Add materials using Blender's node system
Learn how to make loop cuts in Blender
Cover a complete guide on marking seams and texture resolutions
Import the model to Unreal Engine 5
This course is designed for beginner or mid-level 3D modelers, who want to learn how to build medieval-themed AAA game-ready assets such as a fully animated medieval market with Blender.
This hands-on course will provide you with intensive learning all in one place, giving you access to over six textures and 48 texture maps at 4k resolution. This course will also teach you the basics of making your own materials and shaders using these textures and all about gamma, hue, and saturation. In this course, we will be using Bender 2.90 and Unreal Engine 5.
Maintaining and optimizing medieval Europe aesthetics * Being introduced to environment creation in Unreal Engine 5 * Using rendering to improve the quality of presentation for your 3D environment
https://github.com/PacktPublishing/Blender-to-Unreal-Engine-5---3D-Props---Medieval-Market
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.
1. Introduction to the course
In this section, we will have a quick introduction to the course.
1. Introduction This is the introduction to the course detailing what the course is all about, but more importantly, what exciting things you are going to be learning and building. |
2. Blender Basics
In this section, we will cover the Blender basics.
1. Introduction to the Course and Blender This lesson is a short introduction to the course layout. For the beginners out there, this video will also act as a short video going through the very basics of Blender. |
3. Referencing and Grey Boxes
In this section, we will explore referencing and grey boxes.
1. It's All in the Referencing In this lesson, we will be looking at referencing and why we should be using references before starting to 3D model. For a long time, we would jump right in and just start creating 3D assets. We used to think to ourselves, why not do what, after all, was the most interesting part first. Hence, we now know that referencing is the most important aspect of being an artist before beginning any 3D model. |
2. Starting the Grey Box Along with referencing comes the grey box stage. While you could avoid it-but at your own peril-it is strongly suggested to stick through. For those of you who want to be level designers or build worlds, you will certainly be interested in this lesson. |
3. Working with Mirrors This lesson is our first introduction to the world of Blender modifiers. This one is one of the simpler ones, but you will get to learn the basics of the preliminary setup before bringing in modifiers. |
4. Working with Blenders Cloth Simulator
In this section, we will be working with Blenders cloth simulator.
1. Blenders Cloth Simulator This is the main event of our 'Blender to Unreal Engine 3D Props Medieval Market Stall' course. It is so early in the building that you perhaps were not expecting it. It is a good idea to tackle the cloth simulator now because it will give us a more realistic feel. |
2. Creating the Market Tassels Creating cloth in Blender is not really that hard, but creating the iconic medieval tassels is another level. The process needs a certain depth and knowledge of 3D modeling, which you will learn all about in this lesson. |
3. Turning Our Cloth into Mesh Finally, with the 'Blender to Unreal Engine 3D Props Medieval Market Stall' cloth simulation done and looking great, we now need to make it usable. After all, things you simulate in Blender can only be used-you guessed it-within Blender itself. |
5. Materials and Textures
In this section, we will explore materials and textures.
1. Seams and Sharps Introduction This is a short introduction to the importance of seams and sharps. Through this lesson, you will find out what their purpose is. For those of you out there who are accustomed to my courses, you have probably seen this before and may need to move on or use it as a quick recall. |
2. Materials and Texture Maps We cannot have an AAA 3D game asset model without textures. But before we think about throwing textures on any model, it is a good idea to understand what textures are, and what exactly is an occlusion map. |
6. Lighting and HDRIs
In this section, we will explore the lighting and HDRIs.
1. Let There Be Light This lesson will see you take a bit of downtime to check out our 'Blender to Unreal Engine 3D Props Medieval Market Stall' model with the help of some basic lighting. We go into lighting in a bit more depth later on, but for now, learning about HDRIs shall suffice. |
2. Creating Wooden Planks As with most medieval models, we are going to need some wood. Medieval architects really loved their carpenters. Now, onto us, through this lesson, you will find out how exactly to take cubes and turn them into wood that looks realistic. |
7. Creating the Market Stall Structure
In this section, you will learn how to create the market stall structure.
1. The Bevel Modifier Nothing in life is straightforward and nothing in real life has perfectly straight sides. Even a razor has a minute bevel. Getting to the point, in this lesson, you will be learning about the Blender bevel modifier. |
2. Creating the Crates With all this fruit lying around, we will certainly need our medieval market stall fruit crates to look realistic. We will show you very fast techniques for creating crates in this lesson. Trust me, it will be the go-to technique for the future. |
8. What Is Normals?
In this section, we will understand Normals.
1. Understand Normals We hear a lot of talk about normals and why they are important. But what exactly are they and why do we use them? In this lesson, you will learn how to see them as well as how to fix them. This is one of the major checks before exporting any 3D game asset model. |
9. Understanding UVs
In this section, we will be understanding UVs.
1. Packing Islands On the face of it, clicking the unwrap button looks easy for UV mapping. It is only when you get under the hood that you realize just how complex UVs can become. We will show you a few techniques to make the process much easier. |
10. Working with Curves
In this section, we will be working with curves.
1. Working with Curves We used to create chains with the torus shape, but since then, we have changed the technique. This new technique involves working with curves and, on the face of it, it seems more complex but oh boy, there is so much more freedom to create doing it this way. |
2. Finishing the Meat Hooks With our newfound skills, we will easily be tacking small details like the meat hooks of our medieval market stall game asset. This lesson is a chance to home in on getting really good with curves in Blender. |
11. Materials and Nodes
In this section, we will explore materials and nodes.
1. Changing Materials Using Gamma Sometimes, materials just do not look right. Sometimes, we cannot exactly go and alter all the textures. This is why it is always a good idea to know how to change the materials of the fly and that is what we will be looking at in this lesson. |
12. Tables and Vegetables
In this section, we will work on tables and vegetables.
1. Finishing the Bread Table Build Taking a lot of the skills we have learned to build our medieval market stall, we finally complete the bread table. Now, we are going to guess that at this point, you probably found it a breeze to build. It is also the last model involving wood materials, which means we are moving to the fruit. Exciting stuff! |
2. Starting Out Fruit and Vegetables Creating 3D fruit assets in Blender is not actually that hard. The problems lie in creating hundreds of them in a scene at one time. There is a very fine balance between polygons and optimization and just because we can does not mean we should. Join this lesson to find out how to make great fruit that costs less from a 3D modeler point of view. |
3. Problems with UVs As with all things, in 3D modeling, we have to put our seams somewhere. This can be troublesome especially when we are working with a kind of trim sheet. In this lesson, you will learn to hone your skills for optimization. |
13. Blenders Particle System
In this section, we will work with Blenders particle system.
1. Setting Up Our Particle System Well, we finally made it to my favorite part of the course-the particle system. You probably think that the particle system is only used for things such as fire and rain. Well, we will use this lesson to show you just how versatile it can be. |
2. Creating the Vegetables This lesson really packs a lot into it, and it means that in both ways. It is okay creating the fruit, but making it look realistically packed in crates can be tedious but hey, someone has to pack them, right? |
3. Problems with Onions There will always be that one issue when it looks as though we are smooth-sailing in 3D modeling. Learn to expect this a lot when you are modeling something. It is better to learn how to overcome issues so, actually, it is all good for the learning process. |
14. Bread and Meat Creation
In this section, we will explore the bread and meat creation.
1. Creating the Bread Grey Box What medieval market stall would be complete without some bread? We all have to eat, after all. In this lesson, we will take a look at Blender's remeshing software and just how good it is. |
2. Texturing the Bread So, we have created our bread and it looks great. The only trouble is it all looks the same. In this lesson, we will take another dive into Blender's UV editor and how we can change UVs using a very small sample texture. Such work is very important if you are creating anything for mobile games. |
3. Creating the Meat Grey Box With the bread built and textured, it is finally onto the last part of the market stall build-the meat. The task here is can it look real and what is a low number of polygons we can use to achieve this. You should at this point be well up to the task. |
15. Finishing the Model and Final Checks
In this section, we will be finishing the model and doing some final checks.
1. Finishing the Market Stall Model This is the final lesson in which we are creating anything in 3D, and it has been a journey. We now shift our focus to the floor. The only reason we are building a floor is for that awe-striking portfolio look. If you intend to use this just as a prop or asset, then you can skip the floor altogether. |
2. Model Final Checks Whenever you finish a model or scene, it is very important that you go through the checklist, which we will show you in this lesson. This will make sure everything exports and works as smoothly as possible regardless of the software you intend to use going forward with your medieval market stall model. |
16. Blender Cycles Rendering
In this section, we will explore the Blender Cycles rendering.
1. Rendering Setup in Blender Cycles Although this course is not focused on rendering out in Blender, we have still decided to devote at least one lesson to rendering in Blender's Cycles. This is a short and straight-to-the-point way of rendering out your model in Blender in an extremely efficient way. |
17. Working with Blender and Unreal Engine 5
In this section, we will explore working with Blender and Unreal Engine 5.
1. Unreal Engine Gradient Setup This is another short tutorial like you have previously done with Blender basics and seams. This time, it is devoted to creating a sky sphere for Unreal Engine 5 (UE5) and setting up a decent background for high-resolution screenshots within it. |
18. Welcome to Unreal Engine 5
In this section, we will start with Unreal Engine 5.
1. Creating Our First Unreal Engine Material This lesson is a short walkthrough about creating materials in Unreal Engine 5 (UE5). You will learn how to import textures and turn them into something useable. Oh, did we forget that we also show you a way to alter your material maps? This is an excellent piece of knowledge to have going forward with UE5. |
2. Complete Unreal Engine Setup In this lesson, we will finish the Unreal Engine 5 (UE5) setup. You should now have your market stall game ready, complete with all textures and backdrop. By this point, you will have a good basic understanding of the workings of UE5 as well. |
19. Portfolio Render
In this section, we will work on Portfolio Render.
1. Final Lesson Portfolio Render This is the final lesson. What better way to end our 'Blender to Unreal Engine 3D Props Medieval Market Stall' course than with excellent portfolio renders, completely done in Unreal Engine 5 (UE5)! This render should be up there with anything else you are going to find on social media. Thanks, everyone, and happy modeling. |