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Environment Artist Bootcamp Syllabus
Week 1 ‑ 3 Reference, Setting Up A Grid System & Modularity
Week 1 ‑ Block Week 2 ‑ Week 3 ‑ Modular
Out Modularity Deep Dive Pick a concept or Fundamentals Further creating reference image to Planning and modular assets for work from breaking down variety and Establish a style concept/reference flexibility guide & collect for modular Placing assets in reference elements scene/ finding out Create block out of Setting up a grid what additional environment system/ a unit of assets are required Establish proper measure while scale and metric for keeping texel assets density in mind Massing out assets and other components
Week 4 ‑ 6 Texturing, Trim Sheets & Uv's
Week 4 Week 5 Week 6
‑ Texturing ‑ Texturing & ‑ Texturing & Fundamentals & UV’ing Materials Breakdown of Unwrapping modular Creating a parent scene assets with tiles and shader in Unreal Evaluate material trims with texel Provide flexibility types across scene density standards within the shader Plan out and create Unwrapping Applying materials trim sheets models techniques to assets/ Material Create materials and ID’s tiles through texture applications
Week 7 ‑ 9 High Poly, Low Poly & Weathering
Week 7 ‑ Unique Week 8 ‑ Unique Week 9 ‑ Unique
Assets/ Props/ Set Assets/ Props Assets/ Props/ Set dressing Deep Dive Dressing Creating high poly Low poly creation Extended props for baked assets Approach and UVing low poly workflow baked assets Baking & texturing workflow
Week 10 ‑ 12 Set Dressing, Mood & Post Processing
Week 10 ‑ Set Week 11 ‑ Lighting Week 12 ‑ Post
Dressing Establish lighting Process & Placement of props scenario Rendering for storytelling and Using lighting to Create final look believability evoke mood and with postprocessing Decal & signage ambience Render shots in our creation/ placement Using light to help scene for Distress & highlight key areas presentation weathering build up and focal point of scene