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Week 11 - Assets and finishing environment layout

  • Writer: Sam Ayer
    Sam Ayer
  • Apr 7
  • 3 min read

Updated: May 5


I started this week by acting on some feedback I had received in a previous week on my table asset: It felt slightly too stylised and that there were some shading issues on the top metal parts of the table. I amended these issues by taking the high poly back into Zbrush to ZRemesh it to a low poly. This time I turned off the "adapt" mode on the ZRemesher so it would soften the asset less each time I remeshed it. This is what was making it look stylised last time. I then used the Move brush and the HPolish brush to give the new low poly asset some harder edges. I then re-did the UV unwrapping for the low poly and fixed the shading issues by doing this.

I retextured the model in Substance Painter and used extra edgewear generators to really define the edges and wood damage sculpted in the high poly. I then took it into my Unreal Engine project.


Table asset render
Table asset render

I next began creating a new asset for my project. I used an article on a project (Aleksander Goryachev, 2026) as an example of well made props in an environment to come up with a new asset idea. I decided to make a large cupboard to continue the furniture collection in my project, and to act asanother place that possessions could have been stored before the dungeon was abandoned.


I began by researching references (Thehoarde.com, 2026) and then created the low poly in Maya and created the high poly in ZBrush. I modelled the doors separate to the rest of the model so that I could move them and create a variation of the model with open doors when it was in my project. I downloaded some wood alphas (FlippedNormals, 2018) to create the wood grain across the surface. I created my own custom alpha which I printed on to various areas of the cupboard to act as an intricate detail which had been carved into the wood.

My custom alpha for carved details
My custom alpha for carved details

I created a wood material for my cupboard which contained many different areas of wear in multiple areas, and a metal material for the handles. I used a black mask and the paint brush to paint lighter edgewear around the custom alphas to enhance the carving effect.


Cupboard renders:


Height
Height
Roughness
Roughness
Ambient Occlusion
Ambient Occlusion
Normals
Normals
Wireframe
Wireframe

I next wanted to fill my scene with a few new smaller assets. I took a few of my high poly assets I had created for the previous character art module and used ZRemesher to retopologise them. I made them very low poly as they were only going to be seen from far away and as very small assets. I then baked the high poly onto the low and gave them new materials in Substance Painter.


Small props render
Small props render
Wireframe
Wireframe

I then used all the assets I had so far created this week to put together the last room in the dungeon which I had not constructed yet. I used my modular wall pieces to construct the room and then added my cupboard, armour stand and table assets with the small props in and around them.


New room renders:



I also added the new assets into my shrine room as well as some extra wooden planks which came from my wagon asset.



In game renders:



I lit the room in the same way I had done before by blocking off areas of light as if it was sunlight leaking through the roofing.


I expanded the desert so the black void around my scene was no longer visible. I used the same sand and rock vertex painting material as I had done before, but added a tiling node so that it matches the scale of the rest of the scene. I added wooden planks and my rock decal to break up the tiling of the sand.



Finally this week, I added a secondary directional light and moved it to be just in front of the "sun" directional light. I coloured it red and increased the intensity. It can be seen in the renders above creating a warm effect on the edge of the shadows, just as the sun creates in real life. It also gives a better impression of an extremely hot environment with more realistic sunlight.


Examples of red glow on the end of shadows:



Bibliography:


FlippedNormals. (2018). FlippedNormals. [online] Available at: https://flippednormals.com/.

Thehoarde.com. (2026). Buy, Sell Antiques Online Website - The Hoarde. [online] Available at: https://www.thehoarde.com/ [Accessed 7 Apr. 2026].

Aleksander Goryachev (2026). How to Build and Light a Post Soviet Hospital with Different Rooms. [online] 80.lv. Available at: https://80.lv/articles/how-to-build-and-light-a-post-soviet-hospital-with-different-rooms [Accessed 5 May 2026].

 
 
 

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I am very happy with the finished result of my project, I pushed myself to learn new techniques which worked well and fit into the theme of the project. However, in the future, I want to improve my fo

 
 
 

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