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Workshop

Environment Art Lookdev Using Unreal & Photogrammetry

A Workshop
by Brian Recktenwald

with Brian Recktenwald

intermediate
2h 21m 43s
12 Lessons
A Workshop
by Brian Recktenwald
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This workshop is for intermediate to advanced environment artists in the games industry that want to hone new skills in photogrammetry to assemble a look-dev environment using Unreal. In this title, Brian Recktenwald goes over the entire process from start to finish and addresses different approaches and techniques used to create a photorealistic, yet stylized, scene. Planning, capturing, clean up and creation of real-time ready models and tileable textures is gone over in detail using Reality Capture, 3ds Max, Marmoset Toolbag and ZBrush. Brian discusses sculpting techniques for rocks using ZBrush and then textures one using Substance Painter with the photo scanned textures as a base. After he has all of the game-ready assets, he goes over the philosophy and approach of “asset gyms” that are often used in production settings to help organize and prep the scene for assembly. Finally, Brian assembles a desert scene in Unreal breaking down material creation, lighting and general philosophies regarding building modular environments for games.

12 Lessons

01IntroductionFree

Brian introduces his workshop, which represents a practical, industry-informed approach to environment art creation that mirrors actual AAA game development pipelines. His emphasis on achieving visual targets first, then optimizing, reflects real-world production priorities where establishing a quality benchmark is essential before scaling for performance. His focus on continuous learning and adopting new techniques underscores a crucial mindset for success in the competitive video game industry.

Duration: 1m 7s

Introduction
02ReferenceFree

The lesson emphasizes that successful project development begins with thorough documentation and the gathering of references. Brian teaches how, by maintaining an organized collection of reference imagery that captures the intended mood and visual information, creators can consistently refer back to their original vision throughout the production process, ensuring authenticity and quality in the final result.

Duration: 1m 26s

Reference
033D Concept

This lesson demonstrates an efficient approach to environment concept development that prioritizes speed and exploration over perfection. By strategically using 3D tools and pre-made assets, artists can rapidly test compositions, lighting, and mood without requiring strong painting skills or investing time in final-quality assets. Brian's key lesson is how concept work should be quick and flexible enough to guide decision-making while remaining open to evolution during actual production.

Duration: 3m 23s

3D Concept
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04Photogrammetry Intro

This lesson demonstrates that photogrammetry is a powerful tool for creating highly detailed organic assets, but requires a multi-stage technical workflow to transform raw captures into usable game assets. Brian's combination of proper photo-capture techniques, 360° HDRI lighting references, and modern de-lighting tools enables artists to achieve photorealistic results while maintaining real-time performance requirements. Despite the complexity and cleanup required, Brian successfully demonstrates how photogrammetry is a viable addition to a production pipeline.

Duration: 7m 47s

Photogrammetry Intro
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05Photogrammetry Equipment

The lesson demonstrates that successful photogrammetry depends more on technique than expensive equipment, though professional gear helps achieve optimal results. The cross-polarization method presented is particularly valuable for creating clean, highlight-free captures suitable for professional 3D asset creation. By combining proper lighting control, automated capture tools, and sufficient image coverage, Brian shows how artists can efficiently produce high-quality photogrammetry scans in a controlled studio environment.

Duration: 3m 48s

Photogrammetry Equipment
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06Photogrammetry for Models

This lesson provides Brian's comprehensive workflow for converting photogrammetry scans into production-ready game assets. His key philosophy is to capture maximum detail initially, then systematically optimize through cleaning, retopology, and baking while maintaining visual fidelity. By adding hand-crafted details, such as specular highlights to simulate mineral deposits, artists can enhance the realism of scanned assets beyond what raw photogrammetry provides, creating versatile assets suitable for modern game engines.

Duration: 9m 17s

Photogrammetry for Models
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07Photogrammetry for Textures

This lesson demonstrates a professional, scalable approach to creating photorealistic tileable textures and terrain assets for game engines. By maintaining high-resolution captures throughout the pipeline and using smart techniques such as RGB channel packing and consistent, tileable settings across software, Brian shows how to build a reusable library of materials that can be deployed across multiple projects. His emphasis on starting with maximum quality and optimizing later ensures flexibility, while his systematic approach to PBR texture creation provides convincing real-time rendering results.

Duration: 18m 49s

Photogrammetry for Textures
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08ZBrush Rock Sculpting

This lesson demonstrates how to bridge the gap between photogrammetry assets and custom sculpting needs in environment art. The morph target technique for applying noise in ZBrush is particularly valuable, as it allows artists to achieve high-fidelity displacement effects while maintaining the crisp, hard edges essential for realistic rock formations. By combining custom sculpting with photogrammetry-based texturing, artists can create specific assets that perfectly fit their project requirements while maintaining visual consistency with scanned materials.

Duration: 5m 54s

ZBrush Rock Sculpting
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09Substance Painter Techniques

This lesson demonstrates an efficient, non-destructive texturing approach in Substance Painter that leverages smart materials and masks to achieve professional results quickly. By maintaining organized file structures, properly baking high-resolution detail maps, and strategically combining built-in and custom smart materials, Brian shows artists how to create convincing surfaces that translate well into game engines like Unreal. He emphasizes that, even without extensive Substance Painter expertise, these automated tools provide significant time savings while maintaining quality comparable to traditional rendering workflows.

Duration: 7m 16s

Substance Painter Techniques
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10Asset Gyms

This lesson emphasizes the importance of systematic workflow organization when moving from 3D modeling software to a game engine. Brian's "asset gym" methodology allows artists to validate all technical and aesthetic decisions in one place before committing to final scene assembly. By establishing reusable templates for lighting and materials and employing smart duplication techniques for asset placement, he demonstrates how to work efficiently while maintaining high visual quality in real-time environments.

Duration: 9m 43s

Asset Gyms
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11Unreal Materials and Lighting

This lesson emphasizes the importance of building materials systematically from simple to complex while maintaining physically accurate rendering. Brian's approach of using experimental real-time GI features (Light Propagation Volumes) combined with volumetric fog demonstrates how Unreal Engine can achieve near-offline rendering quality in real-time. Throughout the lesson, Brian demonstrates how subtlety in post-processing and careful control of individual light intensities produce more realistic results than aggressive global adjustments, reflecting professional best practices from AAA game development.

Duration: 22m 56s

Unreal Materials and Lighting
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12Unreal Scene Assembly

This final comprehensive lesson demonstrates that successful environment art combines technical knowledge with artistic composition, requiring constant iteration and refinement until the final deadline. Brian emphasizes that, while personal projects allow complete creative freedom, professional game development demands balancing visual quality with gameplay functionality and performance optimization. The key takeaway is that environment building is a collaborative, iterative process where nothing is sacred until the very end, and artists must always prioritize creating spaces that are both beautiful and fun to play in.

Duration: 50m 17s

Unreal Scene Assembly
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Primary tools

For this workshop you’ll need:

ReCap
Unreal Engine
3ds Max
Substance Painter
Marmoset Toolbag
ZBrush
Photoshop

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

Project Files

When you download the workshop files, you'll gain access to a comprehensive library of desert environment assets. Inside, you'll find:


  • 3D models – FBX files containing desert rocks, ground formations, and environmental elements you can import into any 3D software
    - Complete texture sets - High-quality texture maps including color, normal, height, ambient occlusion, and specular maps for realistic desert ground and rock surfaces

Skills Covered

Who’s this Workshop for?

This workshop is designed for intermediate to advanced environment artists in the games industry who want to expand their technical skill set. Artists with foundational 3D knowledge who are ready to tackle photorealistic scene creation will find this most valuable.


Junior artists looking to advance their careers and senior artists wanting to incorporate photogrammetry into their workflow will also benefit significantly. The comprehensive approach from capture to final assembly provides practical, production-ready techniques that can immediately enhance the quality and efficiency of professional work.

Learning Outcomes

By completing this workshop, artists will have mastered the full photogrammetry pipeline for creating photorealistic game environments, from initial planning through final assembly in Unreal Engine.


Key skills include:

  • How to plan and execute effective photogrammetry capture sessions for optimal reconstruction results.
  • How to process photogrammetry data in Reality Capture to create clean, usable assets.
  • How to optimize and prepare photoscanned models for real-time rendering in game engines.
  • How to sculpt realistic rock formations using ZBrush with photogrammetry reference integration.
  • How to create tileable textures from photoscanned materials using Substance Painter workflows.
  • How to implement best-practice methodologies for efficient production pipeline organization and management.
  • How to assemble modular desert environments in Unreal with proper material setup and lighting.
  • How to balance photorealistic accuracy with stylized artistic direction for compelling game environments
Instructor Brian RecktenwaldEnvironment Artist at Naughty Dog

Brian Recktenwald is an Environment Artist and Lead currently at Apple, with over 20 years of experience in games, specializing in modeling, texturing, surfacing, and lighting. His work blends artistic vision with technical expertise to create immersive game worlds.


Brian began his career at LucasArts as an Environment Artist on Star Wars: The Force Unleashed and its sequels, later advancing to Environment Art Lead for Star Wars 1313 at Lucasfilm. In 2013, he joined Naughty Dog, contributing to the acclaimed Uncharted series with a focus on modeling and scene assembly, and later on The Last of Us Part II, helping to define the visual fidelity and immersive environments of these landmark titles.

View profile
  • I’ve been in the games industry for 17 years, and Brian is a rare talent — one of the best environment artists I’ve ever worked with. On Star Wars 1313, he set the bar for film-quality assets under tight deadlines, guiding his team to deliver beyond expectations. His dedication, skill, and professionalism make him an exceptional artist and a true leader in the field.

    - Mark Bergo
    Art Director at Akili

  • Brian is the most naturally gifted and creative artist I’ve ever worked with. His work at LucasArts has been nothing short of spectacular, and his ability to take projects from concept to finish showcases his visionary talent. Collaborating with him to develop the environment art pipeline was a highlight, he eagerly worked with me and engineers to get the best tools and workflows possible. Brian consistently set the “high bar” for creativity, producing captivating work that inspired everyone.

    - William McDonald
    Chief Product Officer at Miris

  • Brian is a highly approachable colleague and was Lead Artist for Star Wars 1313. He is a rare artist who has an exceptional artistic eye for game design and all aspects of art production. Brian is consistently proactive and comes up with innovative ideas to push workflows to new levels. He was able to take on tools that were still in a prototype stage of development and churn out some truly eye-popping levels that made everyone on our team proud.

    - Jem Geylani
    Creative Director at Meta

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