Structured programmes for artists who want to build real-time 3D environments from scratch, covering geometry, lighting, materials, and scene assembly for game engines.
What we teach
3D Environments
for Games
Six programmes Course offerings
Each programme is self-contained. You can take them in sequence or start at the level that matches your current skills.
Foundation
Environment Fundamentals
Starting from zero — this programme walks through the full pipeline of creating a game-ready outdoor scene. Terrain sculpting in Blender, basic PBR material setup, and exporting to Unreal Engine 5 with correct scale and pivot points.
You will build a forest clearing scene across 14 modules, with each module producing a file you carry forward. The focus is on understanding why things work, not just following steps.
Intermediate
Modular Architecture
Building reusable modular kits for interior spaces — walls, floors, trim, props — designed to tile without visible seams inside Unity or Unreal.
Lighting
Real-Time Lighting Techniques
Lumen, baked lighting, HDRI setups, and post-process volumes in Unreal Engine 5. Covers day, night, and interior lighting scenarios.
Materials
PBR Material Authoring in Substance Painter
Texture baking, smart materials, hand-painted details, and exporting channel-packed maps for real-time engines. Covers both stylised and realistic material pipelines across 12 focused sessions.
Advanced
Optimisation for Production
LOD generation, draw call budgeting, occlusion culling, and profiling tools inside Unreal Engine 5. Practical targets based on console hardware constraints.
Portfolio
Scene Composition and Presentation
Cinematics, screenshot composition, and presenting environment work for studio applications. Covers lighting for screenshots and writing environment art briefs.
What the coursework looks like in practice
Each module delivers a specific, measurable outcome — a completed mesh, a finished material, a lit scene. There are no vague exercises. You leave every session with a file that either works or clearly shows what needs fixing.
Assignment files are provided with intentional errors for you to diagnose. This mirrors how real production pipelines surface problems and is more useful than building from a clean template every time.
See the full programme
Questions about the courses
Answers to the things most learners ask before enrolling. If something isn't covered here, reach out directly at support@lengcheng.icu.
Courses cover Blender, Unreal Engine 5, Unity, and Substance Painter. Each programme page lists which tools are required so you can prepare your setup before the first module. Free versions of all tools are sufficient for the coursework.
The Foundation programme assumes no prior 3D knowledge — only basic computer literacy. Intermediate and advanced tracks expect you to navigate a 3D viewport comfortably and understand concepts like UV unwrapping and mesh topology.
Each module is a recorded video session with accompanying reference files and a written assignment brief. You work at your own pace. There are no live sessions, so time zones and schedules are not a constraint.
Yes. Every asset and scene you produce during the course is yours to use however you like, including in a professional portfolio. The programme is structured so that the final module produces a portfolio-ready scene with proper lighting and presentation.
A dedicated GPU with at least 6 GB VRAM is recommended for Unreal Engine 5 work. Blender and Substance Painter run on lower specs, though render times will be longer. Each programme page lists minimum and recommended specifications.