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Building Medieval Worlds - Unreal Engine 5 Modular Kitbash

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  • 1,530 Students
  • Updated 4/2025
4.4
(72 Ratings)
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Course Information

Registration period
Year-round Recruitment
Course Level
Study Mode
Duration
21 Hour(s) 59 Minute(s)
Language
English
Taught by
3D Tudor
Rating
4.4
(72 Ratings)
1 views

Course Overview

Building Medieval Worlds - Unreal Engine 5 Modular Kitbash

Unreal Engine 5 Build your own fantasy world | Learn how to create your own RPG

Course Description


Are you a 3D modelling artist, game designer or developer looking for a 3D model kitbash that will leave your eyes throbbing with creative excitement?

Join ‘Build Stunning Medieval Worlds with UE5's Modular Kitbash’ to take your game design skills up a notch! Learn how to use Unreal Engine 5 (UE5) to optimise a modular kitbash that will take your skills to the next level.

Immerse yourself and your players in a medieval fantasy world complete with iconic shop windows, moving flags, banners, market stalls and cobbled streets!


In a world where the boundaries between what is real or imagined are blurred by the ever-increasing skills of computer-generated imaging (CGI), we are giving you the power to create something HUGE!


A modular kitbash is a powerful tool in every 3D modeller’s or game designer’s toolbox. It helps you quickly and easily create intricate assets and environments using pieces based on a set of concrete variations.


Use 250 modular kitbash parts to build ANY medieval city, castle village or town better, bigger, and with more detail than ever before! Graduate to the next level of game design by learning all about the Blender to Unreal Engine 5 (UE5) professional workflow for medieval modular set pieces.


We have designed the course from the ground up to make sure that no matter your skill level, you will easily be able to follow along and more importantly learn most of the skills to create your 3D game environment.



Our ‘Build Stunning Medieval Worlds with UE5's Modular Kitbash’ top 6 points:


1. Learning unique techniques for modular assets for stylized structures;

2. Creating a functional water system with directional water flow and submergible boat assets;

3. Building a fully functional open-world landscape material including distance, noise masking, and automatic material transitions

4. Assembling custom prop collections using blueprints to make your world alive;

5. Learning how to create large-scale structures in open-world environments;

6. Filling your world with animated, nanite-enabled foliage to enrich its nature side.



Unreal Engine 5


This course is a full guide to using UE5 to plan out and create large-scale cities from the get-go.

Every modular kitbash asset and every single one of the building parts has been carefully crafted and optimised to work with the latest version of one of the biggest game engines out there – Unreal Engine 5. Hand-in-hand with UE5, the possibilities can become endless and you can tailor everything to your vision.


With ‘Build Stunning Medieval Worlds with UE5's Modular Kitbash’, you will build a stylized environment that would leave someone second-guessing whether it is real or not.


Using the same pieces, you could build a cathedral or a castle or a house and a shop.


And that’s not all…


Our ‘Build Stunning Medieval Worlds with UE5's Modular Kitbash’ modular kitbash items include all the smaller assets that are necessary to make any UE5 environment look real when you walk around it.


What makes a 3D world immersive?

The ability to walk around it in awe of how much identify with the environment and you feel like you’re there.


Getting Started


‘Build Stunning Medieval Worlds with UE5's Modular Kitbash’ will also be an introduction to how to set up files to create a clean UI. The skills you learn here are fully transferable to all your future builds.


It will teach you about snapping, free transform techniques, and structure modification. This will allow you to get unique-looking variances to populate your medieval castle, stronghold area, or city as fast as possible.

Work with multiple pre-set camera angles to get the best composition out of a castle that looks great from any angle.


Texturing & Materials


Through ‘Build Stunning Medieval Worlds with UE5's Modular Kitbash’ you will be learning everything right from importing individual models from Blender to having them work correctly in UE5.

We will look at how to import and use textures created specifically for Unreal Engine and use them to create the materials for our medieval castle stronghold modular pieces. You will find out how to change PBR texture values by directly adjusting their information from within, built into the image editor.


Next, we will set up PBR materials with adjustable parameters that will allow you to change the intensity of the normal map (e.g., adjust colour, change roughness values, and more). You will work through the different transparency materials that will help you set up cut-out decals, partially transparent decals with PBR values and two side-faced textures.


UE5 Water System


You will learn how to use UE5’s modeling mode to deform a collection of modular assets. One of the things we will do together is to merge bridge pieces and bend a bridge using the curve deformer. And that’s because who doesn’t love a picturesque bridge over a body of water?!

‘Build Stunning Medieval Worlds with UE5's Modular Kitbash’ will also show you how to create a body of water for a river which transitions into a lake using UE5’s built-in water plugin. Together, we will learn how to modify the plugin to allow submergible boats to float on it in a realistic way.


Sculpting Terrain


This course will teach you how to model and sculpt out terrain using a variety of techniques to help us shape out large-scale areas:

- Using sculpting mode tools (e.g., sculpt + flatten) to shape out terrain;

- Optimising thermal erosion and hydro erosion to add natural detail to a landscape;

- Utilising UE5’s copy mode to reuse height information to create background mountains quickly.


‘Build Stunning Medieval Worlds with UE5's Modular Kitbash’ will also see us creating a landscape material that uses PBR values from Quixel asset library materials and sets them up as a ‘material attribute’.

You will learn how to hide a textured pattern with mask noise variances and distance blend techniques. Afterwards, you will learn how to create (a) an automatic landscape based on a one-slope angle with mask height overlay, (b) castle tiles with rotation and scaling, and (c) landscape-painted puddles.


Landscaping in UE5


‘Build Stunning Medieval Worlds with UE5's Modular Kitbash’ will show you how to make texture adjustments in the texture detail panel and material graph. You will also be finding out about how to organise material graphs with comments boxes and node reroute techniques.

Using Quixel library assets, we will be quickly populating our medieval city scene with rocks. At the same time, we will also make use of Quixel’s built-in vertex painting tool to paint a grass texture onto our rocky assets.

Likewise, Quixel foliage will allow us to add animated trees and bushes to our scene, and with UE5’s nanite functionality, there are no limits to how great and alive these can look!

‘Build Stunning Medieval Worlds with UE5's Modular Kitbash’ will teach you how to paint out natural forests and make them look realistic in a large-level environment.


Lighting & VFX


Using the UE5 starter content pack, we will readjust fire and smoke VFX to fit the aesthetics of our medieval city stronghold scene. This will involve rescaling and applying these effects to our torches and chimney.

‘Build Stunning Medieval Worlds with UE5's Modular Kitbash’ will show you how to create a dynamic light system using the addon blueprint. We will also be creating a day/night cycle by manually setting up a moon since it does not work by default.


As part of the course, you will also be engaging in post-processing, and we will be adding additional lighting sources to the castle, such as the ones coming out of the building windows.

One of the most exciting things about ‘Build Stunning Medieval Worlds with UE5's Modular Kitbash’ is that you will create collisions for stairs so that a playable UE5 character can use them. We use a 3rd person template that allows you to run into your medieval castle stronghold.


Course Resources & Freebies


The ‘Build Stunning Medieval Worlds with UE5's Modular Kitbash’ resource pack includes 241 Meshes, 4 flags with cloth physics enabled (these are part of the 241 items), a modular set with 327,549 faces / 491,516 tris, 35 PBR materials with emissive maps, 1 clean file with a new level that features nothing in it (all parts available in the content folder), and 9 references.


Our top 10 points of awesomeness for the ‘Build Stunning Medieval Worlds with UE5's Modular Kitbash’ medieval modular kitbash pieces:


1. Get started with ease with pivots positioned and oriented to help you speed up the building part of a structure;

2. Light up the night sky with houses lights that glow in the dark, and assets set up with emission textures;

3. Unique stylized touch of texturing;

4. Modular castle walls and tower pieces to help you build as tall of a fortress as you’d like;

5. Building variations for roofs and huts to build from the humblest of huts to the most extravagant type of mansion in a stylized manner in minutes;

6. Custom textures for each modular piece to help bring out a unique look from every asset;

7. Variety of outdoor props to help you populate the streets and make them look alive;

8. Doors that open to help your taverns, houses, and shops feel as welcoming as you like;

9. Create unique outdoor marketplaces with our market assets;

10. Enjoy intricate mesh detail to help you get depth from close-up camera shots.



Join this course and come be part of a game design journey of over 22 hours of learning that will see you go away with over 240 game-ready medieval kitbash pieces for your medieval castle stronghold in just 117 lessons.


Check out the free introduction and I am sure you won’t be able to put this course down!



To get you pumped, imagine how well this medieval castle stronghold modular pack fits in with your other 3D Tudor projects.


Be creative! Add medieval dungeon assets inside a medieval castle stronghold using ‘Blender to Unreal Engine Become a Dungeon Prop Artist’.


Also, think about surrounding your medieval castle stronghold or city with other medieval environments such as a farm using ‘Blender 3 The Ultimate Medieval Scene Course’.


Add gallows to your medieval castle keep main square using ‘Blender to Unreal Engine 5 | 3D Props | Medieval Gallows’ to master the look of your medieval castle’s execution area. Use the full power Unreal Engine 5 (UE5) to your advantage.



Even as early as 1 week into development, we knew ‘Build Stunning Medieval Worlds with UE5's Modular Kitbash’ will be something special.


Don’t miss out on the opportunity to build stunning medieval worlds in UE5!


So, come give us a try and be blown away by just how much you can achieve from one course.



Until next time, happy modelling everyone!


Neil – 3D Tudor


Course Content

  • 36 section(s)
  • 119 lecture(s)
  • Section 1 Introduction
  • Section 2 Section 1: Introduction to Unreal Engine 5 and Resource Pack
  • Section 3 Section 2: Working on Castle Entrance
  • Section 4 Section 3: Creating Elevation out of Castle Structure
  • Section 5 Section 4: Building a House from the Ground up
  • Section 6 Section 5: Structural Decoration of a Virtual House
  • Section 7 Section 6: Working on a 3D Hut from Top Down
  • Section 8 Section 7: Free Form 3D Building Creation
  • Section 9 Section 8: Thinking of Location for Modular Structure Setup
  • Section 10 Section 9: Creating UE5 Modular Hut Iterations
  • Section 11 Section 10: Creating Castle Harbor
  • Section 12 Section 11: Working with Unreal Engine 5 Water Plugin
  • Section 13 Section 12: UE5 Modeling Mode
  • Section 14 Section 13: Decorating Harbor Area
  • Section 15 Section 14: Working with Water Visuals within the Scene
  • Section 16 Section 15: Building Digital Alleyway
  • Section 17 Section 16: Working on Street Elevation in UE5
  • Section 18 Section 17: Landmark Tower in our Unreal Castle
  • Section 19 Section 18: Castle Stone Stronghold in UE5
  • Section 20 Section 19: Working on Castle back
  • Section 21 Section 20: OpenWorld Landscape Setup in UE5
  • Section 22 Section 21: Landscape Material Creation Expansion
  • Section 23 Section 22: Working on a Castle Ground
  • Section 24 Section 23: Asset Collection Blueprints in UE5
  • Section 25 Section 24: Working on Castle Overall Appearance
  • Section 26 Section 25: Sculpting Castle Terrain
  • Section 27 Section 26: Populating Scene with Stone Formations
  • Section 28 Section 27: Quixel Material Blend Setup
  • Section 29 Section 28: Foliage in Unreal Engine 5
  • Section 30 Section 29: Working on Addition Detail to Give Character to our Castle
  • Section 31 Section 30: Day and Night Cycle Setup in UE5
  • Section 32 Section 31: UE5 Particle Effects
  • Section 33 Section 32: Working on Background Terrain for the Scene
  • Section 34 Section 33: Background Mountain Setup
  • Section 35 Section 34: Final Touches in Unreal Engine 5
  • Section 36 Course Outro

What You’ll Learn

  • • Learning unique techniques for modular assets for stylized structures, • Creating a functional water system with directional water flow and submergible boat assets, • Building a fully functional open-world landscape material including distance, noise masking, and automatic material transitions, • Assembling custom prop collections using blueprints to make your world alive, • Learning how to create large-scale structures in open-world environments, • Filling your world with animated, nanite-enabled foliage to enrich its nature side, • Sculpting terrain and optimising thermal erosion and hydro erosion to add natural detail to a landscape, • Creating (a) an automatic landscape based on a one-slope angle with mask height overlay, (b) castle tiles with rotation and scaling, and (c) landscape-painted, • Learning about snapping, free transform techniques, and structure modification, • Learning how to set up and generate for stairs to help your playable character interact better with the world, • Setting up an asset pack that can be easily imported onto any Unreal Engine 5 project, • Creating a dynamic light system using the addon blueprint, • Maintaining and optimising medieval Europe aesthetics for a full medieval stronghold castle keep or city scene using an Unreal Engine 5 skybox, • Complete the course which is going to be the first stepping-stone to creating your 3D world and RPG game environment


Reviews

  • C
    Chuleeporn Pokpol
    5.0

    I love your course

  • E
    Elijah Neufeld
    3.5

    its good. Mqyqbe it would help though if he already had plan and did change his mind up so often.

  • J
    Jimmy Orevich
    3.0

    This course might be acceptable for people who haven't had any UE5 experience. However, I've done a number of courses based around UE5 game development, and my perspective in this review will be based on wanting to learn things for use in games, and I will do my best to give constructive criticism. This course didn't really feel like a game design course, but more of a 'Make a passable castle environment using asset packs and other Fab items' course. There was so much that was rushed, glossed over and not really explained. The self (or maybe 3DTudor, I'm not sure) imposed time constraints on every lesson just added to the rushed, surface-level info feeling of this course. There were a number of topics that were just thrown in without really explaining them in detail. Nanite? Performance is good! Lumen? Get it in there! That's the level of detail these deep systems were given. Coming back to the perspective of game design, there was almost nothing in this course that I would say is even close to being of an acceptable standard to use in games. The design process of buildings, for one example, was rushed and seemed to take a 'if you don't look too closely, you can get away with it" kind of approach. It took time for me to correct what the instructor had shown. The instructor was really good at using a lot of words but not saying a lot. It seems a bit harsh to say, but I truly hope no one is copying the methods in this course and thinking this is how you should design a game world. To summarize my constructive criticisms for the instructor/3D Tudor: Take the time to create good, deep and informative lessons that go into detail about all the systems and methods used, and use a course script to ensure students are coming away from your course having learned best practices.

  • R
    Rainer-Markus Schmitt
    5.0

    Es macht unheimlich viel Spass mit 3DTudor Welten zu erstellen. Und funktioniert auch alles perfekt. Super tolle Workshops! Well done. THX

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