Fantasy Study Environment

A while back last year I set out to create my first 3D environment inside Unreal Engine 4 and finally got around to rendering and organizing everything for presentation :)

My goal was to use as few unique textures as I could. 90% of the objects in the scene are low-mid poly models using tiling textures. The only exceptions are the doorway, the stairs, and the stone pedestal since I wanted those to be my unique objects in the scene. I created all the models inside of Blender and the textures inside of Substance Designer and Painter.

I used Polygon Academy's lighting presets and edited the settings to get more saturated and dramatic colors/contrast. I also used some free fire particle systems from the UE4 marketplace for the torches, fireplace, and candle lights

Object Breakdown

Object Breakdown

Smaller individual objects

Smaller individual objects

Tiling Texture for the floors. AO | Height| Normal | Roughness | Base Color

Tiling Texture for the floors. AO | Height| Normal | Roughness | Base Color

Trimsheet for the wall pieces. AO | Height| Normal | Roughness | Base Color

Trimsheet for the wall pieces. AO | Height| Normal | Roughness | Base Color

Trimsheet for the 90% of the props in scene. I used to parameters I made in designer to rotate the wood and turn off the wood planks so that they'd just be a tiling wood texture. AO | Height| Normal | Roughness | Base Color

Trimsheet for the 90% of the props in scene. I used to parameters I made in designer to rotate the wood and turn off the wood planks so that they'd just be a tiling wood texture. AO | Height| Normal | Roughness | Base Color

Trimsheet I used for the candles. Just added some subsurface scatterinig inside UE4 to get a nice look with them. Basecolor | Roughness | Normal | Height | AO

Trimsheet I used for the candles. Just added some subsurface scatterinig inside UE4 to get a nice look with them. Basecolor | Roughness | Normal | Height | AO