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Workshop

Stylized Environment Creation for Games

A Workshop
by Rodrigo Brea

Creating Stylized Assets for Unreal Engine with Rodrigo Brea

beginner
5h 8m 7s
14 Lessons
A Workshop
by Rodrigo Brea
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In this beginner-to-intermediate-level workshop, Rodrigo Brea shares various professional techniques and approaches for building stylized environments. This 5-hour guide covers topics including how to analyze a concept and create a breakdown; how to set up a basic scene in Unreal 5; different ways to create a variety of assets, from grass/foliage/trees to a hero piece; as well as how to texture and create a reusable Substance Smart Material.


Rodrigo utilizes a few key software choices, including Unreal Engine 5, Blender, ZBrush, Substance Painter, Photoshop, TreeIt, and Autodesk FBX Converter. Using these tools, he offers an industry-insider’s perspective to tackling and approaching the creation of stylized assets for professional games.


You’ll see how the final scene is set up, and learn Rodrigo’s approach for lighting, as well as a few simple methods he uses to render out beauty shots and a video for presentation. The techniques taught will be not only helpful for creating a scene from a concept, but will also be applicable to any stylized environment you may want to create.


By completing this workshop, you’ll have a better understanding of the workflow professional game artists use for creating stylized environments, and you will know a variety of ways to problem solve and approach different results.


Accompanying this workshop are two downloadable folders; one includes Rodrigo’s completed Unreal 5 Project including all its assets; a second folder offers Rodrigo’s working files from the various software packages utilized in this workshop.

14 Lessons

01Analyzing the Concept & Creating a BreakdownFree

The first lesson of Rodrigo Brea’s workshop on environment art covers preliminary analysis. This phase of the work is about create a clear road map before jumping into production, breaking down concept art into manageable components, establishing accurate scale, and identifying opportunities for asset reuse.

Duration: 14m 40s

Analyzing the Concept & Creating a Breakdown
02Gathering References

This lesson emphasizes that building a reference board is important for making creative decisions throughout the environment-creation process. By combining realistic references with stylized material, artists can ground their work in reality while achieving a distinct aesthetic. Taking time to gather good references creates a valuable resource to which artists can return whenever creative direction is needed during production.

Duration: 2m 40s

Gathering References
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03Setting up the Project

This lesson introduces a workflow for translating concept art into a 3D environment in Unreal Engine. Rodrigo demonstrates practices such as proper project setup, measurement-based blocking, and organized asset structure. Starting with basic primitives and scale references, this approach allows for quick changes and composition adjustments before committing to final asset creation.

Duration: 26m 45s

Setting up the Project
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04Reference Meshes

In this lesson, Rodrigo establishes a foundation for cross-software asset creation in Unreal Engine, Blender, and ZBrush. Preparing reference meshes with correct scaling, origins, and transformations ensures that new assets created in external software maintain proper proportions when imported into Unreal Engine. These preparations prevent scaling and alignment issues that could cause complications during asset creation.

Duration: 9m 51s

Reference Meshes
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05Creating Grass Patches

This lesson demonstrates a procedural approach to creating game-ready grass patches in ZBrush. By building reusable InsertMesh brushes and using NanoMesh, artists can generate varied grass patches while maintaining full control over individual elements. The technique is suitable for both small detail work and populating large-scale environments.

Duration: 26m 6s

Creating Grass Patches
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06Finalizing the Grass

This lesson sets out how to finalize the grass in Blender, emphasizing the importance of proper organization, data verification, and correct technical setup. By following these steps, artists can ensure that their grass patches import into Unreal Engine with all necessary data intact and are properly configured for optimal visual results.

Duration: 11m 34s

Finalizing the Grass
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07Using TreeIt

This lesson introduces TreeIt: an accessible solution for creating procedural foliage assets. While achieving exact matches to concept art can be challenging with procedural generation, the software's parameter controls and randomization features make it efficient for creating both hero assets and background variations.

Duration: 20m 47s

Using TreeIt
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08Finalizing the Trees

This lesson explains how to prepare the trees for use in Unreal Engine. While TreeIt creates some initial formatting issues, using FBX Converter and making a few simple adjustments in Blender can resolve these problems. The models import with well-organized UVs and properly separated materials, requiring minimal cleanup.

Duration: 7m 10s

Finalizing the Trees
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09From Megascans to Stylized

This lesson demonstrates a technique that converts photorealistic textures into stylized textures using Photoshop’s filters, reducing detail while preserving color and shape information. This approach is particularly effective for secondary environmental elements where speed and consistency matter more than intricate detail.

Duration: 7m 46s

From Megascans to Stylized
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10Adding Damage to the Monolith

This lesson demonstrates how the OCD plugin for Blender streamlines the process of creating damaged stone structures by providing procedural controls for weathering and breakage. Rodrigo’s workflow combines procedural adjustments in Blender with manual refinement in ZBrush, speeding up asset creation while maintaining artistic control. This approach is useful for assets destined for Unreal Engine's Nanite system, where higher polygon density is acceptable.

Duration: 23m 47s

Adding Damage to the Monolith
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11Sculpting the Monolith & Rocks

This lesson demonstrates the process of creating a monolith in ZBrush, following a workflow that combines procedural generation and manual sculpting. It is important to work non-destructively, avoiding repetitive patterns, and maintaining proper topology for normal map baking.

Duration: 49m 18s

Sculpting the Monolith & Rocks
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12Creating Moss Patches

This lesson demonstrates how the Real Snow add-on for Blender can be used to add organic surface detail like moss or vegetation to assets without the need for manual modeling. While the tool requires some adjustments and post-processing, it significantly speeds up the creation of natural-looking surfaces. Combined with proper UV mapping and texturing techniques, this workflow enables realistic environmental detailing.

Duration: 6m 18s

Creating Moss Patches
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13Texturing & Creating a Smart Material

This lesson demonstrates a professional workflow for creating stylized game textures that balances procedural efficiency with artistic control. By building smart materials, artists can achieve stylized looks that can be reused across assets. Topics covered include implementing consistent roughness values and the blur slope technique for achieving painterly effects.

Duration: 48m 39s

Texturing & Creating a Smart Material
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14Final Scene & Rendering

The final lesson in the workshop emphasizes that creating compelling 3D scenes doesn't require massive asset libraries or complex systems. Through organization, optimization and good artistic decision-making, artists can produce professional results efficiently.

Duration: 52m 46s

Final Scene & Rendering
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Primary tools

For this workshop you’ll need:

Unreal Engine
Blender
Substance Painter
ZBrush
Photoshop
TreeIt

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

Project Files

Downloading the workshop files will give artists access to Rodrigo Brea's asset files. Inside, you'll find:


  • 3D models – High-quality .fbx files for rocks, vegetation, and architectural elements
    - Source files (.blend, .ztl, .spp) - Original Blender, ZBrush, and Substance Painter files for artists to see the complete modeling and texturing workflow
  • The instructor provides these files to give artists hands-on practice as they follow the demonstrated workflow.

Skills Covered

Who’s this Workshop for?

This workshop is designed for beginner to intermediate-level 3D artists, environment artists, and game developers who want to master professional stylized environment creation workflows. Artists with basic knowledge of 3D software will also find this valuable for advancing their skills.


Concept artists transitioning to 3D, indie game developers, and hobbyists seeking industry-standard techniques will also benefit. Artists will gain insider perspectives on professional game asset creation and learn methods used in commercial game development studios.

Learning Outcomes

By completing this workshop, artists will have developed an understanding of professional stylized environment workflows and asset creation techniques used in game development.


Key skills include:

  • How to analyze concept art and create effective project breakdowns for environment creation.
  • How to set up optimized scenes in Unreal Engine for stylized game environments.
  • How to create assets, including grass, foliage, and trees.
  • How to texture assets and develop reusable Substance Smart Materials for efficient workflows.
  • How to implement professional lighting setups that enhance stylized environments.
  • How to render beauty shots and create presentation videos for portfolio and client showcases.
  • How to problem-solve asset creation challenges using multiple software packages and approaches.
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Workshop
Stylized Environment Creation for Games
Creating Stylized Assets for Unreal Engine with Rodrigo Brea
A Workshop by Rodrigo BreaSenior Environment Artist at Retro Studios
beginner
5h 08m
14 Lessons
Instructor Rodrigo BreaSenior Environment Artist at Retro Studios

Rodrigo Brea is a seasoned Senior Environment Artist with a diverse portfolio spanning stylized and realistic 3D environments for games, VR, and cinematic projects. He graduated from the Digital Production Program at Gnomon School of Visual Effects in 2016, specializing in modeling and texturing for games.


Rodrigo's professional journey includes contributions to titles such as Raw Data, Sprint Vector, Battlewake, and Arcadegeddon. He has held roles at studios like Survios, IllFonic, and Amazon Games, where he worked on New World. Currently, he serves as a Senior Environment Artist at Retro Studios, contributing to the development of Metroid Prime 4.

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  • When Rodrigo joined our team, he instantly elevated our game. His work is clean and high quality, but he also was a huge contributor to our company culture. He takes feedback amazingly well; he's kind, patient, and always happy to help someone through a problem. Artistically, he came up with a lot of great solutions for problems that we encountered, and he has a lot of flexibility beyond 3D modeling skills.

    - Izaak Moody
    Freelance Concept Artist / Illustrator

  • Rodrigo is the type of game artist who understands the steps of creating a compelling environment from grey box to final look and polish. He has a lot of technical knowledge that he applies to his workflow, which is extremely valuable to any art team. He also mentors and supports others and lifts them up to do their best.

    - Denis Osmanbegovic
    Senior Environment Artist at Gearbox Entertainment

  • I’ve had the pleasure of working with Rodrigo; he is an energetic and inspiring team member. He has an excellent sense of planning, set dressing, and making game environments eye-catching. He has consistently contributed ideas and constructive feedback to make the game levels more appealing and interactive. Rodrigo is always there to help a fellow co-worker and is forward-thinking on how to make the project better. I learned a lot from Rodrigo’s guidance and experience as a senior environment artist.

    - Clarence Lowe
    Semior Environment Artist at Yuga Labs

  • Having worked with Rodrigo for over two years, he brings a certain infectious positive energy. He is talented and eager to assist anyone on the team from mentorship to a helping hand. It's his positivity that is one of his strongest attributes. His eagerness to dive into any program or problem presented to him can also not be understated. Rodrigo fully commits himself to whatever task is presented, gains a certain mastery, and then assists in training those around him.

    - David Lichtinger
    Associate Art Director at Illfonic

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