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Home 3D Tutorials

Artstation – Everything I learnt about Environment Art – Part 2 – Materials & Shaders

April 25, 2026
in 3D Tutorials, Free Course, Tutorials
Everything I learnt about Environment Art
Source
https://www.artstation.com/marketplace/p/x9pzm/everything-i-learnt-about-environment-art-part-2-materials-shaders
Category
3D Tutorials
File Size
4.0 GB
Publisher
Ben Keeling
Updated
April 25, 2026
Description

This is the second part of an all-encompassing tutorial for beginners and intermediate-level users. It covers different topics in Environment Art and is intended to share some of my lessons and advice I have learnt along the way. It is split into a chapter-based format. Version 2 includes chapters 3 and 4, available to purchase separately or as part of a reduced bundle. 

Chapter 3 – Tiling Materials – Breakdown below – Total run time: 5h 17 mins

  • What is a tiling material – 5 mins
  • How to create tiling materials – 22 mins
  • How to approach tiling materials and variations – 4 mins

Practical examples 

  • Reference gathering – 13 mins
  • Breaking down the reference – 13 mins 
  • Soil height, base colour and roughness in Substance Designer – 2h 36 mins
  • Sculpted workflows (Sculpting leaf atlas, sculpting rock atlas, sculpting tiling rock base material – 1h 16 mins
  • Finishing the variation on the soil – 27 mins


Chapter 4 – Shaders – Breakdown below – Total run time: 4h

  • What is a Shader – 4 mins
  • How to create Shaders – 16 mins
  • Shader examples in an environment – 13 mins

Practical examples 

  • Unreal Intro – 15 mins
  • Material Functions and Master/Uber Shader – 50 mins 
  • Vertex Blend Shader – 40 mins 
  • Material Layering – 38 mins
  • Landscape basics – 10 mins 
  • Decal & Foliage Shaders – 27 mins 
  • Adding Grunge and Extra Shader features – 24 mins 

The tutorial chapters follow the same format. I start with an explanation and theory on a specific topic. The chapter covers the topic, terminology, why you approach things in a certain way, and the tools and workflows you would use. Each chapter concludes with live demonstrations of applying that theory in practice. 

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