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Designing a Modular Environment using Unreal

A Workshop
by Brian Recktenwald

with Brian Recktenwald

intermediate
3h 37s
10 Lessons
A Workshop
by Brian Recktenwald
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In Designing a Modular Environment using Unreal, Environment Artist Brian Recktenwald guides you through his workflow for creating a subway environment with some supernatural elements. In breaking down the scene, Brian takes you through his entire creation process of reference gathering, modeling modular blockouts & assets in 3ds Max, testing blockouts in Unreal, texturing in Substance Designer, final modeling, uv’s, and rendering in V-ray Next. He also covers photogrammetry techniques using Reality Capture, organic modeling in ZBrush and final scene assembly, lighting, and post processing. For those looking to create efficient environments, using a few objects to imply detailed complexity, this tutorial provides invaluable tips and techniques.

10 Lessons

01IntroductionFree

Brian introduces his workshop, which presents a practical, industry-tested approach to creating modular game environments that emphasize efficiency and collaboration. Rather than focusing on individual asset complexity, he demonstrates how to maximize visual impact through smart modular design, material blending, and strategic workflows that mirror real AAA production pipelines. The overarching lesson is that creating compelling game environments at a professional level requires not only technical skill but also efficient planning, team coordination, and understanding how to achieve maximum quality within the time and resource constraints of modern game development.

Duration: 10m 51s

Introduction
02ReferenceFree

This lesson emphasizes the critical importance of thorough reference gathering and organization in the environment art pipeline. By systematically breaking down inspiration into categories and identifying modular components before beginning production, artists can work more efficiently and maintain visual consistency. Brian’s approach of combining realistic reference with a unique supernatural element demonstrates how to balance technical learning goals with creative storytelling, resulting in more compelling and memorable environment art.

Duration: 10m 36s

Reference
03Modeling Modular Blockouts in 3DSMax

This lesson demonstrates that creating compelling 3D environments begins with proper technical setup and a disciplined blocking-out methodology. Brian's emphasis on working modularly with consistent pivot points and grid alignment, while maintaining proper scale through reference figures, provides a solid foundation for creating production-ready assets. Though the shapes used are simple, their thoughtful arrangement and repetition can create convincing, complex environments when combined with proper lighting and materials in the final stages.

Duration: 45m 25s

Modeling Modular Blockouts in 3DSMax
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04Testing BlockOuts in Unreal

This lesson emphasizes the importance of testing and iteration during the blockout phase before committing to final modeling. By establishing proper pivot points, maintaining organized file structures, and validating grid alignment in the target engine early, artists can efficiently identify and correct issues. Brian's demonstrated pipeline between 3ds Max and Unreal Engine provides a solid foundation for environment art production, ensuring assets work correctly in-engine before investing time in high-resolution modeling and texturing.

Duration: 14m 14s

Testing BlockOuts in Unreal
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05Texturing Using TrimSheet and Substance Designer

This lesson demonstrates a practical, hybrid texturing workflow that balances speed with quality. While Brian acknowledges that traditional Photoshop-based techniques are becoming obsolete, they remain valuable for rapid prototyping and planning. The real revelation is how quickly Substance Designer can be learned and applied to create production-quality materials with unprecedented flexibility. The key takeaway is that modern game environment artists benefit from knowing when to use quick traditional methods for planning and when to invest time in procedural tools for final assets, while maintaining technical consistency across different software platforms.

Duration: 43m 32s

Texturing Using TrimSheet and Substance Designer
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06Final Modeling and UVs Using 3DSMAx and VRayNext

This lesson demonstrates a production-focused approach to creating modular game environments that balance quality with efficiency. By using simple modeling techniques, smart instancing workflows, real-time rendering feedback, and powerful UV-mapping scripts, Brian shows how environments can be built in relatively short timeframes while maintaining professional results. His emphasis on practical solutions over perfectionism reflects real-world constraints in game development and makes this workflow accessible to intermediate 3D artists looking to create believable, ship-ready game environments.

Duration: 14m 8s

Final Modeling and UVs Using 3DSMAx and VRayNext
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07Photogrammetry with Reality Capture and Substance Painter

This lesson demonstrates a rapid photogrammetry pipeline that prioritizes speed over perfection, completing a scanned asset in roughly two hours from capture to final implementation. While Brian acknowledges cutting corners at this stage — and will later discuss improvements during a post-mortem — his workflow demonstrates that functional photogrammetry assets can be created efficiently using Reality Capture, ZBrush, and Substance Painter. His approach is particularly valuable for organic or detailed objects where manual modeling would be prohibitively time-consuming.

Duration: 5m 1s

Photogrammetry with Reality Capture and Substance Painter
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08Organic Modeling Using ZBrush and Substance Painter

This lesson presents a rapid-prototyping approach to creating complex organic growth effects that prioritize visual impact over optimization. While the resulting asset is too heavy for actual game production, it effectively demonstrates the artistic vision and storytelling potential of environmental overgrowth. Brian emphasizes that this is a method meant to quickly communicate a concept and acknowledges that a production-ready version would require significant optimization through reduced geometry, better UV packing, and supplementary texture cards.

Duration: 7m 11s

Organic Modeling Using ZBrush and Substance Painter
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09Unreal Materials and Blending

This lesson provides insight into the iterative, time-intensive nature of professional material creation and environment art. Brian emphasizes that achieving natural-looking material blending requires careful artistic control, strategic buildup in logical locations, and significant refinement time. While his modular approach offers flexibility and his vertex-painting technique provides powerful variation tools, his work demonstrates that technical knowledge must be balanced with artistic restraint and an understanding of when "good enough" meets project constraints rather than ideal polish standards.

Duration: 20m 16s

Unreal Materials and Blending
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10Unreal Scene Assembly, Lighting and Post Process

This project served as a valuable learning experience that highlighted the importance of proper planning and tool use in creating a 3D environment. While Brian is satisfied with both the V-Ray and Unreal Engine versions, he discusses potential areas for improvement, particularly in adopting more procedural workflows, optimizing geometry, and enhancing environmental storytelling. He also explains that the experience motivates him to explore Substance Designer more extensively for future projects and to develop better technical skills with Unreal's Blueprint system.

Duration: 9m 23s

Unreal Scene Assembly, Lighting and Post Process
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Primary tools

For this workshop you’ll need:

Unreal Engine
Substance Designer
3ds Max
Substance Painter
RealityCapture
Photoshop
V-Ray

* Note that these programs and materials will not be supplied with the course.

Skills Covered

Who’s this Workshop for?

This workshop is designed for intermediate to advanced environment artists and 3D generalists working in game development, film, or architectural visualization. Artists should have foundational knowledge of 3ds Max, Unreal Engine, and basic texturing workflows to fully benefit from the advanced techniques covered.


Aspiring environment artists, level designers, and technical artists will also find tremendous value in learning Brian's modular approach to scene creation. The workshop teaches efficient production methods that maximize asset reuse while achieving visually complex results, making it essential for anyone looking to streamline their environment art pipeline.

Learning Outcomes

By completing this workshop, artists will have mastered a complete modular environment pipeline from initial concept through final rendered output.


Key skills include:

  • How to gather and analyze reference material for effective environment art production planning.
  • How to create modular blockouts and assets in 3ds Max for efficient scene assembly.
  • How to test and iterate blockout geometry effectively within Unreal Engine's real-time environment.
  • How to develop custom textures and materials using Substance Designer for modular asset workflows.
  • How to implement photogrammetry techniques using Reality Capture for realistic environmental elements and surfaces.
  • How to sculpt organic environmental details and props using ZBrush's advanced modeling tools.
  • How to assemble final scenes with professional lighting, post-processing, and V-ray Next rendering techniques.
Instructor Brian RecktenwaldEnvironment Artist at Naughty Dog

Brian Recktenwald is an Environment Artist and Lead currently at Apple, with over 20 years of experience in games, specializing in modeling, texturing, surfacing, and lighting. His work blends artistic vision with technical expertise to create immersive game worlds.


Brian began his career at LucasArts as an Environment Artist on Star Wars: The Force Unleashed and its sequels, later advancing to Environment Art Lead for Star Wars 1313 at Lucasfilm. In 2013, he joined Naughty Dog, contributing to the acclaimed Uncharted series with a focus on modeling and scene assembly, and later on The Last of Us Part II, helping to define the visual fidelity and immersive environments of these landmark titles.

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  • I’ve been in the games industry for 17 years, and Brian is a rare talent — one of the best environment artists I’ve ever worked with. On Star Wars 1313, he set the bar for film-quality assets under tight deadlines, guiding his team to deliver beyond expectations. His dedication, skill, and professionalism make him an exceptional artist and a true leader in the field.

    - Mark Bergo
    Art Director at Akili

  • Brian is the most naturally gifted and creative artist I’ve ever worked with. His work at LucasArts has been nothing short of spectacular, and his ability to take projects from concept to finish showcases his visionary talent. Collaborating with him to develop the environment art pipeline was a highlight, he eagerly worked with me and engineers to get the best tools and workflows possible. Brian consistently set the “high bar” for creativity, producing captivating work that inspired everyone.

    - William McDonald
    Chief Product Officer at Miris

  • Brian is a highly approachable colleague and was Lead Artist for Star Wars 1313. He is a rare artist who has an exceptional artistic eye for game design and all aspects of art production. Brian is consistently proactive and comes up with innovative ideas to push workflows to new levels. He was able to take on tools that were still in a prototype stage of development and churn out some truly eye-popping levels that made everyone on our team proud.

    - Jem Geylani
    Creative Director at Meta

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