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Workshop

Creating Photorealistic 3D Environments

A Workshop
by Koke Nunez

Intermediate Environment Workflow using World Creator & Blender with Koke Nunez

intermediate
3h 23m 54s
8 Lessons
A Workshop
by Koke Nunez
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Take your 3D environment skills to the next level with this comprehensive workshop on creating photorealistic landscapes using World Creator and Blender. Designed for intermediate to advanced artists, this workshop by Koke Nunez digs into the professional techniques and tricks used in the industry to produce impressive, realistic terrains.


The 3-hour workshop begins by exploring World Creator’s powerful procedural tools to shape and refine detailed terrains. From there, Koke demonstrates how to take those landscapes into Blender, where he details how to work with node-based materials, perfect your lighting, and create atmospheric effects that add depth and realism.


Essential techniques like placement mapping, advanced shader setups, and rendering with Cycles are covered in detail. Koke also shares insider tips for optimizing your workflow and making your projects look professional and run efficiently. By the end of this workshop, you’ll have a finished landscape ready to showcase in your portfolio, with the added confidence to create your own photorealistic environments from scratch.


The project files provided with this workshop include Koke’s custom terrain maps, textures, and complete Blender scenes. Whether following along step by step or using them as a base for your projects, these resources are yours to keep and build on.

8 Lessons

01PlanningFree

This lesson in realistic environment design starts with reference gathering. Koke speaks on the importance of analyzing photos and videos of real-world environments, and taking note of unique geological features. He explains that it is vital to clearly define your artistic vision before beginning production.

Duration: 8m 54s

Planning
02World Creator Basics

Koke jumps into World Creator in this lesson, covering the basics of the interface, tools, and how to get a project up and running. He emphasizes the importance of understanding base terrain shapes, biomes, and the filter/material workflow as the building blocks for creating complex landscapes. Getting used to these basics is key as Koke moves on to creating more advanced landscapes and simulations.

Duration: 34m 51s

World Creator Basics
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03Snowed Mountain Biome

In this lesson, Koke walks us through creating a rocky snowy mountain landscape, showcasing the different layers of filters, distribution masks, and textures he used to achieve the most natural look. Again, he stresses the importance of studying real-world references so that artists can build terrain thoughtfully and purposefully.

Duration: 55m

Snowed Mountain Biome
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04Blender 1: Bridge

In this lesson, Koke looks at how to move the landscape from World Creator to Blender. By exporting texture maps at appropriate resolutions and using modifiers in Blender, artists can accurately recreate detailed 3D terrains while maintaining an organized project structure. Combined with World Machine's random seed function, artists can export any number of terrain variations within the same project, setting the foundation for the texturing process covered in subsequent lessons.

Duration: 15m 40s

Blender 1: Bridge
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05Blender 2: Texturing

In this lesson, Koke takes the landscape he has imported, and applies their associated textures to recreate all the detail from World Creator. Utilizing texture assets from Quixel Megascans and some comprehensive node network usage, Koke takes the terrain texture up a notch, making it more dynamic and realistic. This modular approach to building materials provides extensive creative control, allowing artists to non-destructively adjust their terrains and experiment with different looks throughout the production process.

Duration: 32m 56s

Blender 2: Texturing
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06Blender 3: Lighting

This lesson demonstrates an efficient, resource-conscious approach to lighting a 3D terrain in Blender: Using the Gaffer plug-in, Koke can control HDRI environments skies from NoEmotion HDRI’s and Poly Haven more effectively while he takes advantage of some clever tricks, like fake cloud shadows, in order to achieve photorealistic results without overwhelming system resources.

Duration: 16m 11s

Blender 3: Lighting
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07Blender 4: Scene Assembly

In this lesson, Koke focuses on creating a composition, with different terrain features closer and farther from the camera's perspective. Running through steps from past lessons in this workshop, Koke adds and exports more terrain, making the environments much more complex. Using this flexible system from the get go allows for rapid iteration and experimentation, enabling artists to explore multiple creative directions without starting from scratch each time.

Duration: 11m 30s

Blender 4: Scene Assembly
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08Blender 5: Render & Post-Production

With the environment established, Koke demonstrates how to create professional-looking final renders entirely within Blender's compositing workspace. This workflow shows how Blender's built-in tools are capable of producing high-quality results for artists interested in working with free software, in spite of the fact that studios may use more production-standard software. The comprehensive approach to post-processing shown here provides a complete framework for enhancing the final terrain render.

Duration: 28m 52s

Blender 5: Render & Post-Production
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Primary tools

For this workshop you’ll need:

Blender
World Creator

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

Project Files

By downloading these project files, you'll get access to Koke Nunez's custom assets and scenes used in this workshop, which you can follow along with. This package includes the following:


  • Master Blender scene – The main project file containing all the 3D environment assets and setups from the workshop
    - High-resolution height maps - 8K EXR terrain maps for creating realistic mountain landscapes and snowy environments
    - Texture splat maps - Detailed TIF files, used as masks for different surface materials across the terrain project
    - World Creator project file - The original scene setup that will allow you to modify and experiment with Koke's terrain generation settings

Skills Covered

Who’s this Workshop for?

This workshop is geared toward intermediate to advanced artists who have some experience with digital modeling, terrain creation, and look-dev. Environment artists, game developers, and concept artists looking to explore unique software and enhance their landscape creation skills will find the professional techniques in these lessons extremely useful.


This 3-hour workshop will showcase the power of World Creator's procedural landscape generation tools along with Koke Nunez's approach to composition, texturing, and lighting in a Blender pipeline that will help viewers create more compelling work, improve their efficiency, and develop the confidence to tackle complex environmental projects on their own.

Learning Outcomes

By completing this workshop, artists will have gained a new skill set for creating photorealistic landscapes, using industry-standard and specialized software in Koke Nunez’s workflow.


Key skills include:

  • How to use World Creator's procedural tools to shape and refine detailed terrain geometry.
  • How to transfer landscapes from World Creator into Blender while maintaining quality and detail.
  • How to build complex node-based materials that create realistic surface appearances and variations.
  • How to set up advanced shader networks for photorealistic material rendering in Cycles.
  • How to create atmospheric effects and perfect lighting setups for enhanced environment realism.
  • How to optimize workflows for efficient production while maintaining professional quality standards.
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Workshop
Creating Photorealistic 3D Environments
Intermediate Environment Workflow using World Creator & Blender with Koke Nunez
A Workshop by Koke NunezFreelance Senior Environment & Digital Matte Painting Artist
intermediate
3h 23m
8 Lessons
Instructor Koke NunezFreelance Senior Environment & Digital Matte Painting Artist

Koke Nunez is a digital artist in the entertainment industry specializing as a Digital Matte Painter and Environment Generalist. His passion for art began at a young age, inspired by movie posters and CD covers for film and video game soundtracks, a fascination that led him to start creating his own artworks.


Today, Koke brings that same love for visual storytelling to his professional work, crafting fully realized environments from concept through final production for films, games, and other visual projects. In addition to environment creation, he works across visual development, set extensions, terrain design, and a variety of other digital production disciplines, blending artistic vision with technical expertise.

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  • I've been continually impressed by Koke’s innovative approach to the art of DMP. His mastery of various software and techniques is what the industry's standard should be. For students aspiring to make their mark in the VFX realm, Koke's work serves as an excellent source of inspiration. By studying his projects and understanding his approach, students can gain insights into the technical aspects and also the thought process that goes into creating DMPs.

    - Dario G. Reina
    Freelance VFX Compositor at LOOM

  • We both were working together at Jellyfish Pictures. Koke is a talented artist with a keen eye for detail and a passion for helping others. I would love to watch one of his masterclasses to further gain new techniques that I know he is very proficient with.

    - Carlos Raya
    VFX Compositor at SSVFX

  • I had the opportunity and pleasure of working with Koke at Pixomondo. I had been following his work for quite some time before I met him, and I was thrilled to get to work with him. With an exceptional eye for detail and keen attention to every nuance, Koke consistently produces stunning artwork that elevates any visual project. His ability to grasp new workflows and adapt swiftly to evolving technologies is impressive.

    - Dieter Magallan
    Real-Time Technologies Senior Supervisor at Pixomondo

  • I have worked across a multitude of projects at Jellyfish Pictures alongside Koke, each and every time being a pleasant one. He is a brilliant artist. He has a great understanding of the pipeline both up and downstream, making it easier to communicate and integrate the work we plan to do ahead. As he’s capable of utilising a range of software, it means you can always rest assured what he does will work for you.

    - Niall Smith
    Digital Compositor at Inustrial Light & Magic

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