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Blender 5 & UE5.7: Stylized Haunted Street Kit - Printable Version

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Blender 5 & UE5.7: Stylized Haunted Street Kit - DrZero - 03-01-2026

[Image: nqFc.jpg]

Published 2/2026
Created by 3D Tudor
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz, 2 Ch
Level: Intermediate | Genre: eLearning | Language: English | Duration: 161 Lectures ( 31h 10m ) | Size: 43.1 GB


Build a stylized haunted street: modular kit in Blender 5, GLB handoff, then Landmass, PCG, Lumen and fog in Unreal 5.7

What you'll learn
✓ • Build a modular haunted street kit in Blender 5 that snaps together cleanly at street scale following the 20-Material Rule for efficiency.
✓ • Model stylized walls, roofs, doors, windows, and supports with repeatable bevel and silhouette rules.
✓ • Create clean UVs, manage texel density, and keep materials consistent across a full modular kit.
✓ • Export your kit via glTF 2.0 (GLB) with correct pivots, transforms, and normals for Unreal.
✓ • Assemble a complete street in Unreal Engine 5.7 and validate scale, shading, and placement quickly.
✓ • Shape terrain with Landmass and Landscape Edit Layers, then add a river using the Water system.
✓ • Add grime and variation with vertex painting without multiplying your material complexity.
✓ • Use PCG and splines to generate curbs, paths, and repeating street dressing with rule-based control.
✓ • Populate shrubs and trees with foliage tools, including Nanite-ready variations and PCG scattering.
✓ • Light and finish a moody night scene with Lumen, volumetrics, Niagara fog, and a cinematic camera move.

Requirements
● • Blender 5.x recommended (the course is recorded in Blender 5).
● • Unreal Engine 5.7 recommended (the course is recorded in Unreal 5.7).
● • A computer that can run Blender and Unreal comfortably (a DirectX 12 capable GPU is strongly recommended for UE5 features like Lumen).
● • Basic 3D navigation skills (move/rotate/scale, viewport navigation) in Blender and Unreal.
● • Enough disk space for project files and the included resource pack.

Description
Your modular environment should not turn into a pile of almost-matching parts the moment you try to build a full street.

Blender 5 and Unreal Engine 5.7 form the complete 2026 stylized environment pipeline. This workshop teaches you to build an efficient modular kit using the 20-Material Rule mindset and export via GLB for perfect handoff into Unreal's modern toolset.

If you can model props but your "street scene" collapses into misaligned walls, broken scale, messy UVs, and lighting that never quite lands, this course is built to fix the uncomfortable middle bit: turning individual assets into a cohesive, production-friendly environment.

In this workshop you will create a stylized haunted street modular kit in Blender 5, export it cleanly, then assemble and finish the full environment in Unreal Engine 5.7 with terrain, water, procedural dressing, moody lighting, atmospheric fog, and a final establishing shot.

The problems we solve (the stuff that usually ruins a modular set)

You will learn practical fixes for the most common failure points

• Parts that "nearly match" until you rotate them, duplicate them, or try to extend a building.

• Walls that look fine in Blender but break the moment they hit an engine grid.

• UVs that drift, texel density that changes, and materials that make one house look sharper than the next.

• Light leaks, odd shading, and normals that make stylized assets look accidentally broken instead of intentionally wonky.

• A street that reads as "random kitbash" because composition, value contrast, and mood were never planned.

What you will build

By the end you will have

• A reusable modular building kit (walls, corners, trims, doors, windows, roofs, supports, story props) that fits together reliably.

• A complete Unreal Engine scene: landscape shaped with Landmass, a river using the Water system, PCG-assisted street dressing, vertex-painted variation, foliage and trees, and a cinematic lighting pass with Lumen, volumetrics, and ground fog.

• A short Money Shot camera move that presents the street as a portfolio-ready establishing shot.

How the course is taught (Neil + Luke split)

This course is a true 50/50 pipeline.

• Neil teaches the Blender phase: modelling habits that scale, modular logic, UV discipline, texture consistency, and export prep.

• Luke teaches the Unreal phase: importing and validating the kit, building the street, shaping the terrain and river, dressing the scene, and finishing the mood and cinematic.

Lessons are intentionally focused. Each session solves one problem, then you apply it immediately to the haunted street. You will move forward with simple milestones instead of "I will polish that later" chaos.

Blender 5 Phase - Taught by Neil
In the Blender section you will learn how to


• Build modular walls and variations at a consistent, real-world scale so everything stays predictable when duplicated.

• Keep scenes clean with collections and naming rules, so your kit remains usable (and you can actually find things later).

• Control shading and style early with simple look-dev, including the greybox stage and clean material setups.

• Model stylized wood and stone details with believable bevels and controlled edge wear (so "stylized" does not become "messy").

• Use Lattice deform workflow and proportional edits to create charming, wonky silhouettes without destroying your underlying structure.

• Create clean UVs, manage texel density, and keep seams and sharp edges consistent for stable shading in engines.

• Use trimsheets, tiling materials, and decals sensibly so the kit stays fast to expand without turning into a texture management nightmare.

• Prepare assets for engine handoff: consistent pivots, naming, transforms, normals, and export checks.

• Export via glTF 2.0 (GLB) so the handoff stays reliable and repeatable.

Unreal Engine 5.7 Phase - Taught by Luke
In the Unreal section you will learn how to


• Import the kit and validate scale, normals, and topology so you do not "fix everything later" for weeks.

• Assemble the street quickly using modular snapping, camera bookmarks, and composition rules that keep the scene readable.

• Build terrain with Landmass (a landscape toolset for shaping forms non-destructively), including mountains and slopes that support the mood.

• Sculpt and refine riverbanks using Landscape Edit Layers, then create a river using the Water system.

• Fix and tune landscape materials, including Nanite displacement where appropriate for depth and breakup.

• Add believable variation with vertex painting (painting data on the mesh to blend grime, moss, and wear without exploding your material count).

• Place props with sensible collisions so the scene feels grounded, not floaty.

• Populate shrubs and clutter with Procedural Foliage Volumes, and refine density and performance with practical controls.

• Build pavement and pathing with splines and PCG Linear Grammar tools (PCG is Procedural Content Generation: rule-based placement that saves you from hand-placing every repeating element).

• Create stylized trees in-engine, export Nanite-ready variations, and scatter them with PCG for fast forest dressing.

• Add atmosphere with Niagara fog systems, including layered fog passes for depth and separation.

• Add small animated life with simple Blueprints (for example: hanging lanterns and swinging signs), including wind control.

• Finish with cinematic tools: Cine Camera setup, Lighting Channels for precision highlights, Level Sequencer for a clean camera move, and final render output.

Quick glossary (so the tech words are never "magic")

• GLB/glTF: a modern file format that transfers meshes, materials, and transforms reliably between Blender and Unreal.

• PCG: a procedural system for generating placement and variation from rules, not hand-placing every piece.

• Lumen: Unreal's real-time global illumination and reflections system for believable lighting.

• Landmass: Unreal landscape tools for shaping hills, roads, and forms with controllable brushes.

• Vertex painting: blending textures and variation by painting data onto the mesh.

• Volumetrics: fog and light scattering in the air that adds depth and atmosphere.

• Texel density: keeping texture resolution consistent so assets look like they belong together.

• Nanite displacement: high-detail surface depth driven by displacement, designed to stay efficient in Unreal.

What is included

You will also get a resource pack to keep you moving

• Shaders and materials to jump-start the look-dev.

• A human-scale reference and scene setup helpers.

• Two Geometry Nodes tools (stairs and a stone walkway generator).

• Sample prebuilt buildings you can use as starting points inside Unreal while you build your own variations.

Flexible paths (you can tailor the workflow)

• Blender-only: you can complete the kit and render in Blender (Cycles or Eevee), then still walk away with a finished scene and strong modular habits.

• Unreal-focused: if you already have assets, you can concentrate on the UE5.7 side (terrain, water, PCG, foliage, lighting, fog, cinematic) and treat the Blender phase as reference for best practice.

Who this course is for
■ • Blender users who can model props, but struggle to turn them into a coherent, finished environment.
■ • Environment artists who want modular kits that stay consistent when scaled up to a full street.
■ • Unreal users who want proper world-building skills (terrain, water, PCG, foliage, lighting, fog), not just "import and hope."
■ • Stylized scene builders who care about mood, readability, and cinematic presentation.
■ • Indie devs who want a repeatable Blender-to-Unreal pipeline they can reuse across multiple themes.

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