3D Game Lighting & Textures

Sovkrelan — lighting & texture program

Light.
Surface.
Scene.

A structured course in real-time lighting and PBR texture workflows — taught live, with working sessions in Unreal Engine 5, Unity HDRP, and Substance 3D Painter. Group cohorts and private sessions run in parallel.

3D environment scene with dramatic lighting and textured surfaces

How the program is structured

Six stages, each with a clear deliverable. You move through them at a set pace — but private sessions let you slow down or go deeper on any specific topic without holding the group back.

01

Orientation

First session maps your current skill level and sets concrete production targets — not vague goals, but specific scene types and engine configurations you want to work in.

02

Core lighting

Direct and indirect lighting, shadow baking, Lumen, and light map density — all covered with scene files you keep and modify throughout the program.

03

PBR materials

Hands-on work with albedo, roughness, metallic, and normal channels in Substance 3D Painter — from raw texture exports to engine-ready material instances.

04

Scene shading

You apply everything to a full environment — interior or exterior depending on your focus. Instructor feedback happens here in real-time, not in recorded comments.

05

Live reviews

Weekly group crits and optional one-on-one sessions. The group format is useful precisely because you see where others get stuck — it shortens your own detours.

06

Portfolio work

The final module is about presentation — how studios and art directors read a portfolio, what renders to include, and how to write scene breakdowns that actually get read.

updates & exclusive content

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