Metro Train Interior Tutorial – Fast Track Tutorials – 25% OFF
Hi there! My name is Emiel Sleegers and I am the owner and main tutor of FastTrackTutorials.
I have been teaching for around 7 years now and next to this I have been an environment and material artist on some large-scale games like Forza Horizon 3 and The Division 2 (and some unannounced projects).
What is the goal of FastTrackTutorials?
Although I have been creating tutorial courses for over 7 years, FastTrackTutorials is only 1 year old. During the covid pandemic, I decided it was a good time to go freelance and so I wanted to bring my teaching style all in one location. And that is what I did.
At FastTrack, we put a heavy focus on bringing you industry up-to-date workflows and techniques all in real-time! Even if this means that the courses will be 20-30+ hours long. The goal is to deliver you an amazing-looking result in real-time while teaching you every single step.
We will soon also have guest artists joining us and creating courses who will hold the same vision and style.
The feel you will get is seeing an artist at work as if he is working on a AAA game, but in this case, he explains everything he is doing to you in detail!
Let’s talk about one of your courses
I would like to give you an overview of our latest course to give you an idea of what it is all about.
In the “Creating a metro train interior” course we will go over how to create a New-York style train interior in the brand new Unreal 5 Engine.
This course had a few goals
- Showcasing modular workflows that can create powerful scenes with little work.
- Using the new nanite and lumen systems in UE5 in an interior.
- Showcasing that even the most basic materials can make a scene look amazing if they are made well.
- Creating copyright-free branding from start to finish to give your scene an even more realistic feel.
- Covering the entire general process from blockout to lighting to teach people how to construct environments like this.
So let’s talk about these topics.
Blockouts and Modular workflows – Maya
Just like with almost all our other courses we started off by creating a blockout. This might not be the most fun thing to do but it is very important as it will prepare you for the scene building and it will make sure that when you create your final modular pieces, they all fit together perfectly.
And that is what this scene was all about. The thing with tutorials is that especially because we show everything in real-time our time is very limited. We simply can not spend 100+ hours on a course due to multiple factors. And this is where modular workflows are perfect. Because with them you can greatly reduce the number of models you need to make.
And the same counts for working on video games, time is money so you can be guaranteed that you will be using modular workflows when working on games to meet your deadlines.
Nanite and Lumen -UE5
The new Nanite and Lumen systems in UE5 are awesome! But they are still in the early stages, therefore we never used them in other courses yet. However, due to popular request, we decided to see what it can do. Although we did encounter some bugs and awkward situations the goal of using this was to not back down but rather find solutions to our problems. Which is what we did!
Especially the Lumen system was very powerful and gave is great lighting almost right away.
Materials – Substance 3D Designer/Painter
Believe it or not but this entire scene only has 3 different materials created in Substance 3D Designer and they all look something like this.
This is because we wanted to show you that it is not always about having these massive graphs in SD but rather about creating a highly optimized material that is simply spot on and looks exactly like in real-life.
Copyright Free Branding -Photoshop
Ah yes, copyright… You gotta love it.
One thing you will learn very quickly when you start working as a professional artist is that almost everything has copyright, especially branding. So, unfortunately, it is not as easy as going to google images and grabbing some Coca-Cola branding. That stuff can get you sued.
So, we wanted to show you some locations where you can find copy-right free images and then on how to utilize those along with some photoshop skills to create some realistic branding.
In the end, we ended up with a nice single atlas texture like this.
The Entire Process
As always, we wanted to show you the entire process.
We will start by going over our reference, then we will dive right in and start by creating a blockout (to make sure all our pieces fit together), and then we will be turning this blockout into high poly models. Thanks to the new nanite system we do not have to create low poly models.
After this, we will go over how to create simple but flexible procedural materials and unique textures. We will UV-Unwrap all our models and export them to UE5 in which we will set them up, create our shaders and build our level.
We will then move on to creating our advertisements and stickers in photoshop and apply them to our level.
Finally, we will do the final lighting and post-effect pass on our scene and we will show you how to properly polish the scene to final.
And there you go, that was a very quick rundown of how this course will go but of course, that is just a fraction of the information you will get. This course is almost 19 hours long, so we made sure to fill it up with lots of useful information!
At the end of this course, you will know everything you need to know to create modular assets for interior scenes, creating basic but highly realistic materials, doing both simple and advanced modeling in Maya, setting up Nanite and using the new Lumen system for lighting and post effects. And of course, learning about copyright and creating copyright-free branding.
Feel free to join our Discord! https://discord.gg/kAsVU4e47h