
Have you ever wondered why some assets look amazing while others fall flat?
I asked myself the same question years ago when I joined Ubisoft as a Level Artist. I had the technical skills, but there always seemed to be a hidden formula that made assets truly stand out.
It took me years of working on AAA projects to finally understand how to create high-quality assets (hint: it’s not about the tool). Artists use a kind of secret language to communicate their ideas and make anything look great—whether it’s inside Unreal Engine or on a simple sheet of paper.
This course is about uncovering that language. In just a few hours, I’ll teach you what took me years to learn. Together, we’ll build a high-quality broken castle wall using multiple Unreal Engine 5 tools: modeling, texturing, materials, physics simulation, and texture manipulation. Along the way, I’ll show you how to apply timeless art principles that can elevate any type of asset you create.
We’ll also explore new features in Unreal Engine 5.6, including the UV Editor tools and Nanite displacement from materials.
By the end of this course, you’ll not only know how to create AAA-quality assets for your game projects, but you’ll also have a portfolio-ready piece to showcase to potential employers if you’re aiming to break into the industry.

Learn Unreal Engine 5 UV Editor Tools
Save hundreds of hours by creating and modifying existing UVs inside Unreal Engine's new UV Editor and take control of your asset looks on real time.

Learn AAA Modeling techniques
You will learn all the workflows that AAA companies use to create unique looking modular assets for any type of game.

Learn Nanite Displacement techniques
Stay up to date with the latest UE5 tools to add unlimited amount of detail to your environment assets.

Learn to Detail Assets that always look good
Learn what techniques are used on big companies to add detail to any type of asset by using universal art principles.

Understand how to modify existing textures
There are plenty of textures available for free online. Learn how to modify them to make your asset look more appealing by applying the same principles used on Master Paintings.

Learn presentation skills in Unreal Engine 5
We work several hours to create a game ready asset. You will learn how to create great presentations for your assets using Unreal Engine 5 to show the best view possible.

Your instructor
Mao is a professional 3D artist for video games who has worked on Ubisoft where he contributed to titles like Skull and Bones and Immortal Fenyx Rising - Myths of the Eastern Realm. He is also an Unreal Authorized Instructor for Epic Games.
Curriculum
- 1. Introduction to AAA Advanced Modeling techniques (1:58)
- 2. Proportions blockout (6:51)
- 3. Importing the base texture for the brickwall (6:06)
- 4. Modifying Uvs with the UV Editor part 1 (7:47)
- 5. Modifying Uvs with the UV Editor part 2 (8:05)
- 6. Modifying Uvs with the UV Editor part 3 (11:43)
- 7. Enabling Nanite Displacement via Materials (10:54)
- 8. Nanite Painting with multiple materials (11:57)
- 9. Making Modular Kit Variations (4:44)
- 10. Breaking the mesh using booleans (6:29)
- 11. Using Displacement modeling techniques (9:42)
- 12. Adding Gravel and unwrapping the new area (4:33)
- 13. Using sculpting tools (8:22)
- 14. Adding displacement to gravel areas (5:39)
- 15. Using Booleans to create concave details (5:52)
- 16. Adding Surface details to the new area (4:40)
- 17. Adding a transition mesh for the ground (8:33)
- 18. Unwrapping tips to get less distortion (4:29)
- 19. Applying color theory to blend different assets (5:04)
- 20. Using extra meshes to add dedtail to the main piece (13:02)
- 21. Adding extra meshes to fix the silhouette (7:35)
- 22.Adding collisions (4:34)
- 23. Using simulation to decorate assets faster (7:50)
- 24. Adding wooden planks (8:42)
- 25. Using simulation to blend the wooden planks (6:46)
- 26. Using color theory to fix the wood (3:02)
- 27. Adding another brick layer with Materials (8:18)
- 28. Adjusting the flint wall color (3:06)
- 29. Adjusting the texture brightness (7:20)
- 30. Adjusting the colors of the texture (7:00)
- 31. Changing the albedo texture in the material (5:27)
- 32. Using Decals as a weather layer (3:05)
- 33. Adding saturation paint layer (8:19)
- 34. Setting up the ground Material (6:06)
- 35. Painting the ground material base (4:50)
- 36. Changing the ground textures and roughness (7:59)
- 37. Using Booleans to change the shape of the ground (3:22)
- 38. Adding grass elements (8:33)
- 39. Adding HDRI Backdrop (5:51)
- 40. Adding artificial lights (10:36)
- 41. Post Process settings (9:16)
- 42. Lens settings and presentation (5:41)
- 43. Cine Camera Actor (3:20)
- 44. How to create Modular Assets from this (5:46)