Guide: How to Make a 3D Scene Inspired by Beowulf & Lovecraft
Tony Arechiga has joined us to discuss his Bloodmoon – Hall of the Veiled Luminary and the modular asset approach, trim creation, and the lighting setup behind it.
Project Overview
My name is Tony Arechiga, and I'm an Environment/Vista Artist in the game industry. I've worked for such companies as Respawn and Bungie.
The Bloodmoon – Hall of the Veiled Luminary environment was inspired by Beowulf, dark fantasy, Lovecraftian horror, and seeing someone fight cancer with an emphasis on scale, decay, and unease. The goal was to let architecture, lighting, and composition carry the narrative, creating a space that feels ancient and dangerous.
I set a challenge to construct everything in Blender, mostly usingthe Curve tool and sculpting. Then take it into Unreal Engine for scene assembly and lighting. The goal was to create a sense of scale, mystery, and atmosphere while keeping the project efficient and production-ready through modular design.
Rather than relying on large numbers of unique assets, the scene focuses on repetition, composition, and lighting to sell scale. Architectural rhythm, controlled lighting, and a strong focal point guide the viewer naturally through the space.
Modular Asset Approach
The cathedral is constructed from a small set of reusable modular assets created in Blender. Very simple wall sections, arches, pillars, floor section, and a few props. All assets were modeled to grid scale to ensure they snap together cleanly inside Unreal.
Once the core modules were complete, the environment could be assembled quickly by duplicating and rotating assets. This approach made iteration fast and efficient, as changes to a single module could update large portions of the scene instantly. I tried to do a lot with VERY little! This pillar (shown above) was made using a combo of Blender Curves and the sculpting tool. A quick overview of that tool below:
Trim Creation Using Blender Curves
A large portion of the architectural detail was created using Blender's Curve tool with custom profiles. Instead of modeling trims traditionally, curves defined the path of each molding while a custom profile controlled the cross-section.
This allowed complex stone trims for arches, door frames, and wall transitions to be created quickly and remain fully adjustable. Editing a curve point could reshape an entire trim without rebuilding geometry, significantly reducing iteration time and helping maintain visual consistency across the environment.
Once finalized, the curves were converted to meshes, optimized, and UV’d to work with shared trim-sheet textures. This tool is extremely powerful! Combine this with Blender's remeshing and sculpting tools for awesome fun! Also, you can use the same models to bake down trim sheet textures inside of Blender. I love how Blender is an all-in-one ecosystem for creation! You seriously never have to leave that program for any other tool.
Unreal Engine Assembly & Lighting
Inside Unreal Engine, the focus shifted to lighting, mood, and composition. A strong directional light creates long shadows through the arches, while warm point lights from torches and chandeliers add contrast and depth.
Volumetric Fog plays a key role in selling scale by catching light beams and softening transitions between spaces. Cooler ambient lighting fills the background, while warmer light is concentrated along the central aisle to guide the viewer's eye forward.
I set up a camera to show me various post-processing views in Unreal for light tuning. My favorites are the Blur (squint test) and Black and White (value test). These can be very helpful when tuning your lighting.
The creature was created in collaboration with Alex Velazquez (Kongclave Miniatures), who provided the initial blockout to establish the silhouette and overall form.
From there, all remaining work was completed in Blender. Materials were authored to match the dark tone of the environment, and the creature was fully rigged inside Blender. This collaboration helped bring a strong character presence into the scene while keeping the workflow efficient and cohesive with the environment art.