Modular Wooden Platforms

Sketchfab Model

Software Used

  • Maya

  • Substance 3D Painter

  • Unreal Engine

Time Spent

  • ~12 hours total

Created for Light Reforged

My Process

I started the project by conducting a thorough search for references of platforms situated within forested landscapes.

Subsequently, I modeled the basic shapes, emphasizing a gridded layout to ensure seamless integration when assembled by designers.

Once the foundational layout was established, I proceeded to add detailing to each component, while meticulously keeping an eye on the gridded layout to make sure I adhered to it.

Subsequent to the modeling phase, I organized the UV mapping of each distinct set of pieces onto separate UDIMs for efficient texture application. For instance, platforms were grouped on one UDIM, while bridge pieces occupied their own designated space.

Transitioning to the texturing phase, I imported the model sets into Substance 3D Painter, where I applied textures using materials and grunge layers reminisce of a lush forest environment with natural overgrowth.

Finally, I imported all components into Unreal Engine, applying their materials to ensure correct setup for the designers, facilitating seamless placement within the game environment.

Modular Concrete Platforms

Sketchfab Model

Created for Light Reforged

Software Used

  • Maya

  • ZBrush

  • Substance 3D Painter

  • Unreal Engine

Time Spent

  • ~5 hours total

My Process

I streamlined the reference gathering process for these models, focusing on concrete stairs and platforms.

Similar to the wooden platforms, I engineered these models with modularity in mind, adhering to a gridded layout to facilitate easy integration within the urban environment.

Subsequently, I meticulously UV mapped each piece onto a single UDIM for efficient texturing.

Transitioning to detailing, I utilized ZBrush to sculpt finer elements, ensuring an authentic concrete appearance.

After sculpting, I utilized Substance 3D Painter to bake high-poly details onto the lower-poly mesh, followed by the application of colors and grunge layers to emulate concrete textures.

Finally, I seamlessly integrated the models into Unreal Engine, applying materials to ensure effortless assimilation into the game world, ready for utilization by designers.