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Workshop

Creating a Sci-Fi Hallway in Unreal Engine 5

A Workshop
by Dominique Buttiens

Texturing Pipeline Using UE5, Blender & Substance Painter With Dominique Buttiens

intermediate
3h 27m 25s
9 Lessons
A Workshop
by Dominique Buttiens
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In this 3.5-hour workshop, Dominique Buttiens teaches modern texturing techniques inside Unreal Engine 5 and demonstrates how to create shaders with speed, quality, and efficiency. This workshop details the entire creation process of a sci-fi hallway, including the initial concepting and modeling in Blender, all the way through to the final lighting setup and visual development stages. 


Dominique, a Principal Environment Artist, breaks down his AAA industry-level thought processes for texturing pipelines and instructs on how you can set up your own workflow for both solo and team projects. His workshop is aimed at artists with a basic understanding of modeling, texturing, and Unreal Engine. Dominique offers best practices for industry artists and tech artists alike and provides useful tips and workflows for indie teams, solo projects, and hobbyists.


The software used for this project includes Unreal Engine 5, Blender, and Substance Painter; however, the skills and knowledge are transferable to other tools and game engines. While Dominique’s Texturing Pipeline Practices are demonstrated using the example of a sci-fi hallway, the ultimate goal is for the techniques to be applied to any project of your choosing.

9 Lessons

01Introduction Texturing Pipeline WorkshopFree

In this introductory lesson, Dominique Buttiens provides a comprehensive overview of a professional texturing pipeline, using a pre-made sci-fi hallway as a practical example. These industry-standard workflows can be translated to different software, tools, and project scales. .

Duration: 1m 38s

Introduction Texturing Pipeline Workshop
02Understanding the Theory & WorkflowFree

This lesson introduces a modern mask-based texturing workflow. This workflow prioritizes consistency, resolution, speed, and performance over a traditional per-asset approach. By investing time to build a master material library, teams and individual artists can dramatically accelerate production while maintaining visual consistency. This approach allows artists to focus on creating assets rather than repeatedly solving texturing challenges, as well as making project-wide changes instantaneously.

Duration: 25m 13s

Understanding the Theory & Workflow
03Atlas vs. Masked Workflow Using Substance Painter

This lesson demonstrates how a mask-based workflow provides a more efficient process than traditional atlas texturing. By assigning different materials through the use of masks, artists can create textures faster, make changes in real time without reopening the source files, and achieve a higher visual quality.

Duration: 31m 9s

Atlas vs. Masked Workflow Using Substance Painter
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04Shader Pipeline Setups in Unreal Engine

In this lesson, Dominique presents two workflows that can be used inside Unreal Engine. Starting with Workflow 1 then transitioning to Workflow 2 provides more flexibility in production. Using the Material Layer asset makes library creation easier, provides better scalability, and offers more creative freedom, while maintaining consistency. Ultimately, the choice depends on team size, desired control levels, and workflow preferences.

Duration: 44m 17s

Shader Pipeline Setups in Unreal Engine
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05Concept Modeling in Blender & Unreal Engine

This lesson briefly touches on an efficient approach to poly-modeling sci-fi environments. Through the use of non-destructive modeling techniques, strategic reuse of detailed elements, and thoughtful planning, complex-looking assets breathe life into the scene. The key is to create interesting shapes and silhouettes first, taking advantage of modifiers and simple geometry, then committing to the final technical requirements (clean topology, proper UVs) once the design has been resolved.

Duration: 24m 43s

Concept Modeling in Blender & Unreal Engine
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06Texturing Pass Using the RGB Mask Workflow

In this lesson, Dominque emphasizes the importance of prioritizing technical organization before artistic refinement early in the texturing process. By establishing smart materials in Substance 3D Painter and a properly laid-out material system in Unreal Engine early, artists can make modifications quickly and easily throughout the project. This methodology is particularly well-suited for team environments where consistency and efficiency are essential.

Duration: 12m 21s

Texturing Pass Using the RGB Mask Workflow
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07Lighting & Look-Dev

This lesson demonstrates that the most crucial steps that elevate an environment from flat and boring to cinematic and engaging are lighting and post-processing. Having a good understanding of both technical aspects and artistic principles enables artists to craft compelling visual narratives. Whether creating still renders or interactive game environments, investing time in proper lighting setup and post-processing effects has a substantial impact on the quality of the final presentation.

Duration: 40m 46s

Lighting & Look-Dev
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08Final Rendering & Adding a Sci-Fi Decalpass

This lesson emphasizes how refining the scene in the final stages of environment creation is important to its aesthetic, and its ability to convey a story. Small touches, from fixing texture masks to placing industrial decals, can significantly enhance the visual appeal and narrative. One main takeaway is being aware of balance. When adding visual interest, avoid over-decoration. In addition, using efficient, optimization-friendly techniques allows for easy iteration and adjustments throughout the project.

Duration: 24m 19s

Final Rendering & Adding a Sci-Fi Decalpass
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09Conclusions: Modern Texturing Workflows

Dominique concludes his workshop by discussing how, by implementing his modern mask-based texturing workflow, artists can learn how to create high-quality assets while maintaining optimal computational performance. Although this workflow provides a flexible foundation for your own projects, Dominique explains why it is important to experiment, and even combine different workflows, in order to create compelling game environments.

Duration: 2m 59s

Conclusions: Modern Texturing Workflows
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Primary tools

For this workshop you’ll need:

Unreal Engine
Blender
Substance Painter
Photoshop

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

Skills Covered

Who’s this Workshop for?

This workshop is designed for intermediate 3D artists, environment artists, generalists, and technical artists who have basic knowledge of modeling, texturing, and Unreal Engine. It's perfect for professionals seeking to elevate their texturing workflows to AAA industry standards.


Solo developers, indie team members, and hobbyists will also benefit significantly from Dominique Buttiens's pipeline techniques. Whether working on personal projects or collaborative productions, artists will gain insight into professional-grade texturing practices that enhance both speed and quality.

Learning Outcomes

By completing this workshop, artists will have mastered modern texturing pipelines and shader creation techniques essential for producing AAA-quality environments in Unreal Engine 5.


Key skills include:

  • How to establish efficient texturing pipelines for both solo and collaborative project workflows.
  • How to create high-quality shaders with speed and efficiency in Unreal Engine.
  • How to integrate Blender modeling workflows with Unreal Engine.
  • How to implement industry-standard visual development practices from concept to final lighting setup.
  • How to optimize Substance Painter workflows for maximum productivity and consistent results.
  • How to apply professional environment art techniques to any sci-fi or modern project.
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Workshop
Creating a Sci-Fi Hallway in Unreal Engine 5
Texturing Pipeline Using UE5, Blender & Substance Painter With Dominique Buttiens
A Workshop by Dominique ButtiensPrincipal Environment Artist at The Chinese Room
intermediate
3h 27m
9 Lessons
Instructor Dominique ButtiensPrincipal Environment Artist at The Chinese Room

Dominique Buttiens is a Principal Environment Artist at The Chinese Room with over ten years of experience in the video game industry. He specializes in environment modeling, level design, and texturing pipelines, while also exploring lighting and technical aspects of game production.


Dominique has contributed to titles such as Still Wakes the Deep, For Honor, HyperScape, and Synced: Off-Planet, bringing detailed, immersive worlds to life across a variety of game genres.

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  • Dominique is an exceptionally talented artist. Having worked directly with Dominique over several years, I’ve witnessed some of his brilliant work. He’s got a fantastic skillset, from prop creation to level art to lighting; he’s a hugely passionate artist and has a great eye for detail. He also has a excellent technical ability that he’s able to leverage to make smart decisions and push the quality of his work at a rapid pace.

    - James Charlick
    Head of Art at Studio Gobo

  • Dominique is an immensely talented artist who drives up the quality of work of those around him. He consistently casts a critical eye and offers insightful analysis on how things can be better. This is paired with a generous approach to guiding artists, sharing his extensive knowledge, and teaching teams better workflows.

    - Laura Dodds
    Associate Art DIrector at THE CHINESE ROOM LTD

  • Within a short time of working together, it became immediately clear that Dominique was going to be an invaluable member of the art team at The Chinese Room. His artistic and technical craft, passion, and attention to detail inspire not only the artists he works with directly but also the other disciplines across the projects; he works holistically, keeping a keen eye on what the player should be feeling and experiencing in their journey through our games.

    - John McCormack
    Studio Art Director / Project Creative Director at THE CHINESE ROOM LTD

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