Join Adrien Paguet-Brunella, Senior Environment Artist, as he takes you on a comprehensive journey through the complete process of creating assets for a game environment biome collection. In this step-by-step workshop, you'll gain valuable insights into using SpeedTree, Blender, and Photogrammetry techniques to bring your natural environments to life.
Designed for intermediate-to-advanced artists with prior knowledge of SpeedTree, Blender, and Unreal Engine, this workshop provides a complete overview of asset creation. Using photogrammetry and photometric stereo captures, Adrien dives into meticulously creating high-resolution leaves, branches, and flowers, ensuring every detail is carefully crafted.
Adrien demonstrates how to create a hero tree, which serves as a blueprint for creating variations of trees. You'll also learn how to process scanned grounds and rocks and how to transform them into tileable landscape materials, along with some general photogrammetry tips.
In addition to asset creation, Adrien shares valuable AAA production tips for building collections for natural environments. To conclude the workshop, he demonstrates how to seamlessly weave together all the assets created, resulting in an immersive and realistic scene plus dioramas.
Project files available with this workshop include SpeedTree files for the hero tree, the tree variations, 3 bark texture sets, and photogrammetry data for the hero trunk and ground.
9 Lessons
Adrien details how his workshop provides a comprehensive, industry-standard approach to creating realistic wetland environments for video games. By covering everything from individual asset creation to final scene assembly, he shares a complete pipeline that professional environment artists can apply to their projects. He explains how his combination of traditional modeling techniques with modern photogrammetry — and multiple industry-standard software tools — makes his workshop a valuable resource for those looking to create compelling natural environments.
Duration: 1m 12s
This lesson establishes the foundation for successful environment art production through thorough reference gathering and early concept validation. Adrien's methodology of combining real-world inspiration with existing game art and fantasy elements, then testing concepts through vignettes, provides a structured approach to beginning any 3D scene project. His preparation phase ensures artistic vision is clearly defined before moving into the actual modeling phase.
Duration: 1m 39s
This comprehensive lesson demonstrates a professional pipeline for creating high-quality foliage assets by combining advanced photography techniques with a range of software. Adrien's approach offers significant advantages over traditional photogrammetry for flat subjects like leaves, providing faster processing and superior normal map generation. His emphasis on manual refinement and iterative improvement between texture and geometry work highlights the importance of artistic oversight in achieving photorealistic results, even when using automated capture and processing tools.
Duration: 21m 38s
This comprehensive lesson demonstrates Adrien's professional photogrammetry pipeline for creating both hero tree assets and tileable bark materials for game environments. His workflow emphasizes the importance of proper capture techniques, systematic post-processing, and iterative refinement to achieve textures that integrate seamlessly with existing asset libraries, such as Quixel Megascans. Adrien's approach of creating multiple texture variations and constantly validating results in the target engine ensures production-ready assets that maintain visual coherence across an entire biome collection.
Duration: 29m 24s
This lesson demonstrates how to create professional-quality foliage textures by combining botanical accuracy with technical efficiency. Adrien's emphasis on creating reusable — rather than one-off — assets ensures scalability for larger biome projects. His multi-stage approach from SpeedTree generation through texture baking and procedural polishing provides a solid foundation for creating convincing natural environments while maintaining performance considerations for real-time rendering.
Duration: 26m 40s
This lesson demonstrates a systematic approach to creating game-optimized foliage clusters that balance visual quality with performance constraints. Adrien explains why it's important to maximize variation through smart subdivision techniques while carefully managing geometry complexity. By following the rule of thirds for cluster densities and emphasizing asymmetrical, crossed-plane designs, artists can create natural-looking tree components that will perform well when scattered across large canopies in game engines.
Duration: 11m 49s
This comprehensive lesson demonstrates the importance of building reusable tree assets. Adrien's combination of photogrammetry scanning and procedural generation produces realistic results while maintaining flexibility for variations. His emphasis on silhouette design, manual editing workflow, and collection-based thinking offers a professional insight into creating environmental assets that serve both artistic vision and practical gameplay needs.
Duration: 22m 42s
This lesson demonstrates how to create a complete, cohesive biome collection by systematically applying established techniques across different asset types. Adrien reveals how the key to success lies in maintaining consistency through shared sources and values while creating enough variation to avoid repetition. By testing assets together in-engine early and building a reusable library of high-quality source materials, artists can efficiently produce professional-quality environmental assets that work harmoniously as a complete ecosystem.
Duration: 22m 42s
This final lesson discusses how successful biome creation relies heavily on thoughtful composition and systematic testing rather than just technical execution. Adrien stresses that, while close-up details matter, the big-picture composition is what players will remember most, and what drives the overall artistic direction. His techniques provide a foundation for creating cohesive, scalable environmental assets that can work together across larger open-world scenarios while maintaining both visual interest and technical performance.
Duration: 18m 57s
Primary tools
For this workshop you’ll need:
* Note that these programs and materials will not be supplied with the course.
Project Files
When you download the workshop files, you'll get access to a complete natural environment asset library. Inside, you'll find:
- FBX models – Ready-to-use 3D assets including trees, branches, flowers, and ground elements that can be imported into any 3D software
- TGA texture files - High-quality textures with base colors, roughness maps, normal maps, opacity masks, and mask IDs for realistic surface details
- Blender project files - Pre-built scenes showing how the assets are assembled and textured for immediate use or learning reference
- SpeedTree & specialized format files - Industry-standard vegetation files (.spm) plus organized folders for branches, flowers, roots, and ground materials for advanced workflows
Skills Covered
Who’s this Workshop for?
This workshop is designed for intermediate-to-advanced environment artists, technical artists, and game developers who already have working knowledge of SpeedTree, Blender, and Unreal Engine. It's perfect for professionals seeking to elevate their skills in creating natural environments using industry-standard photogrammetry workflows.
Junior artists looking to advance their careers and indie developers who want to create AAA-quality natural environments will also find significant benefit from these lessons. The comprehensive approach covers both technical execution and production methodologies, making it valuable for anyone serious about mastering professional-grade biome asset creation.
Learning Outcomes
By completing this workshop, artists will have mastered the complete pipeline for creating professional-quality environment assets using photogrammetry and industry-standard tools.
Key skills include:
- How to capture and process photogrammetry data for high-resolution natural surface details.
- How to create hero trees in SpeedTree that serve as blueprints for variations.
- How to develop realistic bark textures and foliage materials from scanned references.
- How to transform scanned ground and rock data into seamless tileable landscape materials.
- How to build efficient asset collections following AAA production methodologies and workflows.
- How to integrate all created assets into cohesive, immersive natural environment scenes.








