Blender 3D News and Training

Sci-Fi Cave Environment Course

Posted by Aidy Burrows on Mar 06, 2018

Ever considered creating a full 3D environment? The skills taught in this beginner modeling course will get you up to speed in creating a scene that would render quickly for animation or interactively in a game engine running smoothly even on mobile hardware




Martin Turner has created environments for every games platform from PS4, PC and WiiU through to handhelds such as mobiles and the Nintendo DS to name just a few.

Martin is going to start pretty slow, and since there are many ways to do the same thing, and many places to find the same tool, he’ll be building up that knowledge quite naturally, and in many cases explaining why and when to use one location or method over another.

All we need is a copy of Blender and a basic knowledge of getting around the interface (see resources below) and then Martin will take you through the rest!

free blender beginner course



Project File  (right click – save as)

Previous Martin Cactus tut

Blender getting started link

Other courses.

Blender official download

Daily (experimental bleeding edge) builds for Blender 2.79 & 2.8 :





Part 1 – 3:41 Figuring out the scale from the concept


Part 2 – 8:47 Base Object

Using vertex snapping

Holding Ctrl to toggle the snapping status

I to inset, E to Extude.


Part 3 – 18:12 Forcefield Object

P to separate a selected face to create a new object from it.

Change the origin (or use the toolshelf)


Part 4 – 22:06 Forcefield Cap

Ctrl Tab to switch between face/edge/vert select mode.

Alt E for a more complete extrude menu e.g. along vertex normals


Part 5 – 26:08 Central Column

Ctrl R to cut a loop across a ring of edges.

Page up or middle mouse to add more loops with Ctrl R.


Part 6 – 35:37 Top Objects

Decluttering the scene using M to move objects between Layers, the array modifier, Ctrl P to parent and some tips about changing values on multiple objects at the same time.

Using the Array modifier, how to change values on more than one object at the same time.


Part 7 – 45:09 Ring Section

F6, shrink fatten tool alt S, Using Median snapping instead of closest


Part 8 – 52:37 Machine Arm

Using the 3d cursor as a pivot point.

Bridging Edge Loops. Using Ctrl M to mirror, showing the problem with backface culling, fixing with Ctrl N. Solving problems with overlapping duplicate geometry by merging with Remove doubles


Part 9 – 1:11:08 Machine Arm Attachment.

Applying the transformations. Basic posing. Rotation snapping and just for fun 😉 calculating exactly where to place things with a little arithmetic.






Part 1 – 01:25 Breaking down the concept.

Alt P to clear parent. Shift S > Selection to Cursor with Offset.


Part 2 – 03:37 The conveyor belt – Straight section.


Part 3 – 08:51 Curved section.

The spin tool.


Part 4 – 11:28 Conveyor Belt Support Bracket


Ctrl B for Bevel

Alt E – Extrude (Region Vertex Normals)


Part 5 – 16:38 Large/Small Pipes – Basic Kit Blockout.


Part 6 – 28:45 Laying out the Pipes

Apply rotation


Part 7 – 39:17 Cavern Blockout

Add cube, duplicate and place as the main cave vertical pillars


Part 8 41:26 Cavern Floor

Add plane, extend for the tunnels.


Part 9 – 44:09 Cavern Walls.

Extrude, Flip Normals


Part 10 – 46:48 Combining the Cavern parts together.

Join, Remesh modifier.


END – 49:30 In the next chapter




Part 1 – 02:23 Main Cave – Rough Pass

Turn off symmetry, Beware backfaces, Standard sculpt draw brush, hold Shift for the smooth brush


Part 2- 09:02 Cave PIllars Rough Pass

Masking tools

11:41 Repeating the process for the remaining pillars.

13:40 Matcaps.

14:46 Dynamic Topology Concept Explained.

17:41 Applying dynamic topology sculpting to the cavern.

Constant detail, Detail floodfill.


Part 3 – 21:06 Cavern Ceiling Ridge Shapes

00:00 Cavern Ceiling Ridge Shapes

22:17 Masking the Floor (with B)

23:52 – toggling between sculpting add/subtract with ‘Ctrl’


Part 4 – 28:14 Shaping the Pillars

28:14 – Tilting the Pillars

29:19 Proportional editing. (Shortcut O) brush size with page up or down.

32:16 alt H to unhide objects

32:54 alt H to unhide masked geometry, alt M ot clear mask

33:12 Background Column

33:57 Inflate brush

36:47 Grab brush


Part 5 – 37:42 Cave Entrances

37:42 First cave entrance

42:05 correcting the tunnel

42:59 Second Cave Entrance


Part 6 – 45:35 Pillars

45:35 Pillar Base Left Hand Side

50:05 Pillar Base Right Hand Side

51:23 Notes on a tablet.

52:58 Extra Corner Cave Wall & Moving A Pillar

55:21 Adjusting Pillar Position with proportional editing.

59:42 Pillar Base Rear Side


Part 7 – 1:01:14 CAVE FLOOR AND WALLS

1:01:14 Cave Floor

1:04:57 Cave Walls

1:07:11 Expanding out the front wall

1:08:54 freehand selection with ctrl Left click.

1:09:20 Proportional editing the wall move.

1:10:05 Tip – Fixing the stretched polygons with a dyntopo (strength 0)


Part 8 – 1:12:22 Making General Tweaks

1:12:22 Bringing in the left side wall

1:14:07 Freehand selection with ctrl Left click.

1:14:23 Box deselect with B > Middle click drag.

1:16:39 Back wall space shortening between entrance and machine

1:17:59 Softening foreground ceiling spikes and angular parts.

1:19:04 Entrance tidy up after previous move with the Grab brush.

1:20:41 Left hand wall tweaks

1:23:33 Right hand wall tweaks


1:26:59 END



<coming soon!>





Related Posts

Comments (0)