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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.



1920s American small - town / village street
1920s American small - town / village street


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.

 
 
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