Create an entire village through 3D modeling!
- Apr 29
- 2 min read
Updated: May 8
Building a 1920s Village in Unreal Engine – Modeling Process Behind NOne
In NOne, the village environment is not just a backdrop; it plays a critical role in storytelling. Set in a fictional 1920s town called Wookstone, the environment was designed to reflect both historical authenticity and psychological tension. This post breaks down how the village was constructed from a modeling perspective, focusing on modular workflows, realism, and iterative design.
0. Material and Texturing Pipeline
All assets followed a consistent pipeline:
Modeling: Autodesk Maya
Texturing: Substance 3D Painter
Rendering/Integration: Unreal Engine 5
Main building locations and city level design plan for a Wookstone
1. Establishing Historical and Visual Direction
Before any modeling began, the foundation was built through extensive reference gathering. The village draws inspiration from:
1920s American rural towns
Whiskey-production communities near Kentucky
Industrial-era architecture and materials
Photo references were collected for key locations such as:
Train stations (exterior and interior)
Saloons
Main street
Residential interiors
Tram systems
This ensured that every asset had a real-world grounding, supporting the game’s PBR (Physically Based Rendering) realistic style.

2. Modular Modeling Approach
To efficiently build the village, a modular asset workflow was used.
Instead of creating every building uniquely, the environment was constructed from reusable pieces such as:
Wall segments
Windows and doors
Roof modules
Props (wagon, panel, furniture, box)
This approach allowed:
Faster level assembly
Consistent visual language across the town
Easy iteration and updates
For example, store buildings and main street structures were repeatedly refined by swapping modules and adjusting proportions rather than rebuilding from scratch.

Assembled assets using simple props
3. Iteration: From “Too Clean” to Lived-In
Early versions of the environment revealed a common issue: the village looked too clean and artificially organized.
To address this, several modeling and texturing changes were made:
Breaking sharp edges to add wear
Introducing surface imperfections (brick damage, cracks)
Adding asymmetry to structures
Incorporating environmental storytelling props (broken glass, posters, clutter)
These changes transformed the environment into a weathered, abandoned town, reinforcing the narrative of disappearance and decay.
Broken glasses, posters, cobweb
4. Key Environment
Several core locations defined the identity of the village:
■ Saloon
Central social hub of the town
Built with layered props (bottles, furniture, lighting)
Used for both present-time exploration with flashback scenes
Saloon still cuts
■ Main Street
Modular building lineup
Iteratively redesigned for better composition and variation
Same base model, but varied textures were used to avoid repetition and add visual variety
Main Street
■ Tram
Developed through multiple versions
Interior and exterior modeled
Used heavily in cinematic flashback sequences
Inside the tram
■ Basement
Designed with a strong mood emphasis
Simple geometry but impactful lighting
Focus on props and composition rather than complexity
Basement still cuts
Conclusion
The village in NOne is the result of a balance between modular efficiency and narrative detail. By combining real-world references, iterative modeling, and PBR texturing, the environment became a key storytelling device rather than just a setting.
As development continues, more props, buildings, and environmental interactions will further enhance immersion and depth.
More updates on environment design and development progress coming soon.


