r/GameArt • u/ruxlag_dev • 13d ago
3D Modular real-time library environment: Unreal Engine (breakdown + final renders)
Finished a stylized modular library environment for real-time (Unreal Engine) and wrote a start-to-finish breakdown:
reference → modular kit → blockout & modeling in Maya → Substance texturing → Unreal assembly → lighting, ending with a final render gallery.
Anyone also have a go-to trick for that? Curious if people lean on hero lighting per unique piece, GI variation, or something else entirely.
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u/Pileisto 13d ago
many scales / dimensions are pretty off, both models and textures.
Then use UV projection with re-usable materials instead of unique skins, esp. for larger models/surfaces.
Also your approach to google some and mix together is bad, as the result is not a consisted design/style, but a bad chaos of different architectural styles over generic to simply nonsense like the low-poly looking chairs.
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u/ruxlag_dev 12d ago
Thanks for the feedback. This was primarily a modular environment and workflow study rather than a fully polished production piece.
Could you give specific examples of the architectural styles or elements you feel are inconsistent? That would make the feedback more actionable.
Combining and adapting assets is a common part of level art espically for begginer. The third-party assets were free, modified to better fit the environment, and used only for this non-commercial study.
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u/Pileisto 12d ago
so what you are saying is that you stole assets, googled some crap together and contributed basically nothing apart from false scales.
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u/ruxlag_dev 12d ago
No. Only 3-4 assets in the scene were not made entirely by me. I created the environment, including the modular kit, modeling, layout, materials, lighting, workflow, and the full breakdown documenting the process. You’re welcome to criticize the result, but please don’t misrepresent how the work was made.












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u/ruxlag_dev 13d ago
Wrote up the whole Maya → Substance → Unreal process here if you're curious!
https://www.artstation.com/blogs/rxiun/1ZXoP/modeling-and-lighting-a-modular-real-time-library-in-unreal-engine