logo80lv
Articlesclick_arrow
Talentsclick_arrow
Events
Workshops
Aboutclick_arrow
profile_login
Log in
0
Save
Copy Link
Share

Turning a 2D Concept into a Real-Time 3D Medieval Village Scene

Beomsu Ko talked about the Disappeared Medieval Village project, explaining how they created a dark fantasy atmosphere with a subtle sense of hope while building the environment as a fully playable space using modular assets and tileable materials.

Introduction

Hello! My name is Beomsu Ko, and I'm an aspiring 3D Environment and Hard Surface Artist. Ever since I was young, I’ve been fascinated by games, sci-fi, and fantasy media, which drew me to the magic of visually realizing worlds from my imagination. I initially started with industrial design tools like Rhino while aiming for automotive design, but I gradually found myself pulled toward digital art, where I could express my imagination more freely.

Rather than relying on formal academies or traditional education, I taught myself software on a project-by-project basis whenever I felt the need. I built my problem-solving skills by actively utilizing online resources and AI tools, learning pipelines across various tools including Maya, 3ds Max, Substance 3D Painter, ZBrush, Unreal Engine, and Blender along the way.

While I don't have commercial studio experience yet, I have built my skills through various personal portfolio projects:

  • Graduation Project: The Batmobile Project
  • Fan-made Cinematic: Warhammer 40,000 Space Marine
  • Sci-Fi Mech Design: Project SDM 
  • Environment Art Project: Disappeared Medieval Village

Disappeared Medieval Village

Since most of my previous projects focused on sci-fi hard-surface art, I wanted to broaden my artistic spectrum and explore a fantasy world. I’ve always enjoyed dark fantasy titles with gritty, dark atmospheres like Dark Souls and Bloodborne. While browsing ArtStation, I came across Forrest White's concept art, The Medieval Village That Disappeared From the Map.

The mood and composition instantly captivated me, making it the clear choice for my main concept. However, I felt that simply reproducing the concept art wouldn't be meaningful enough. While the original art conveyed emotion brilliantly, I wanted to inject my own interpretation into the scene.

Forrest White

The original concept strongly depicted the despair of a ruined, burned-down village. In contrast, I wanted to tell a story where hope can remain even amidst the ruins. To achieve this, I emphasized the massive cathedral in the background and redesigned the lighting and composition so that moonlight (god rays) streamed through the cathedral windows to illuminate the ruined village. It's the same space, but with my personal touch added to evoke a slightly more hopeful atmosphere.

For references, I didn't rely solely on the original concept art. I gathered extensive real-world photographic data on medieval architectural structures, timber houses where commoners lived, cathedrals, and weathered wood and stone materials. Using these references, I crafted roughness expressions and sculpting details to make the medieval architecture feel as natural and believable as possible.

Composition

My goal for this project was not just to create a single 2D image, but to build a fully playable space inside Unreal Engine. To give it a cinematic, majestic feel, I set the camera ratio to 21:9 and designed the overall composition around the flow of the player's line of sight. Starting from the village entrance, the damage gradually reveals itself as the player walks up the stairs, sparking curiosity with the question: "What happened here?"

In the middle of the path, I placed a sorrowful statue to naturally guide the player's gaze toward the cathedral, ultimately making the light streaming from the cathedral the core focus of the scene.

Modeling

My main software suite included Maya, ZBrush, Substance 3D Painter, and Unreal Engine. I started by establishing the scale and spatial composition in Unreal Engine using simple blockout shapes and a character asset. I then exported those scale metrics to Maya to list out the required assets and begin full-scale modeling. The entire workflow was built around a high-poly to low-poly baking pipeline optimized for real-time game environments.

Instead of sculpting every piece of wood and stone individually, I chose a modular approach. In ZBrush, I sculpted just 4 to 5 core wood and stone modules. Back in Maya, I rotated, sliced, and scaled these base modules to construct a wide variety of architectural structures.

My biggest time-saving tip was to strictly limit the variety of assets and textures. By altering the rotation and placement of identical assets, they appear as completely different structures, allowing me to achieve high visual diversity with minimal resources.

Retopology

In Maya, I created low-poly meshes and added bevels/edges to prepare base shapes suitable for high-poly workflows. After sculpting wood and stone details in ZBrush, I brought them back to Maya to check the form and spacing between the meshes before baking. For standard assets, I reused the original low-poly models, but for complex organic forms, I generated new low-poly topology using ZBrush's ZRemesher.

For UVs, instead of baking whole buildings as single meshes, I unwrapped reusable modular pieces separately. I overlapped repeating UVs to save texture space and separated texture sets by material type (such as wood and stone) for easy management.

Additionally, I allocated more UV space to objects close to the player's perspective, while assigning relatively smaller UV space to background objects, striking an optimal balance between quality and performance optimization.

Texturing

Texturing was carried out following a PBR workflow using ZBrush and Substance 3D Painter. To optimize memory usage, large building walls were created using tileable textures rather than unique bakes. I sculpted seamless wood and stone surfaces in ZBrush, baked them onto flat planes, and authored the final textures in Substance 3D Painter to apply across the project.

In Unreal Engine, I set up a Master Material and Material Instances to adjust parameters like Roughness and Normal intensity in real time. This allowed me to fine-tune various material properties directly within the engine viewport without having to jump back into Substance 3D Painter.

Assembling the Final Scene

The overall composition and design were built around the main shot of the concept art. Since the original artwork had a fantastic atmosphere, I maintained the core layout while introducing my own narrative reinterpretation. While the original art heavily emphasized despair, I wanted this space to feel like a place where hope lingers among the ashes.

The cathedral in the background was the element I poured the most effort into. As someone who loves hard-surface modeling, I wanted to clearly showcase its form and intricate structure. I reconfigured the lighting so that moonlight passed through the cathedral windows to illuminate the center of the village. I also placed a statue praying to the heavens in the center.

Even in a destroyed village, the light shining down from the cathedral onto the statue communicates that this space still retains hope and sanctity—which was the biggest departure from the original reference. Throughout the process, I approached the environment as a real game level rather than a static render, constantly exploring the space from a player's perspective. I iteratively refined the layout by testing movement paths, focal points, and moments where the cathedral would look most impactful.

Lighting

For lighting, I used a Directional Light as my primary light source. Centered around god rays filtering through the cathedral windows, I wanted to express a feeling of hopeful light shining down through dark, overcast weather. I established the base ambient lighting using an overcast HDRI from Poly Haven, and applied Exponential Height Fog across the entire scene to build spatial depth.

I then adjusted the angle and intensity of the Directional Light so that the god rays naturally targeted the village center. To enrich the atmosphere, I actively incorporated VFX elements. I brought in free VFX assets from Fab and customized their parameters to match the scene's mood:

  • Custom Fog Cards Placement: Exponential Height Fog alone couldn't naturally mask the distant cathedral with precise depth. Therefore, I applied fog textures onto Planes and manually placed them in specific areas, achieving controlled atmospheric perspective while preserving building silhouettes.
  • Niagara System Customization: Rather than using Fab fire effects out of the box, I opened their Niagara Systems to tweak burning speed, particle counts, and color values, ensuring they harmonized naturally with the overall lighting.

In post-production, I avoided over-correcting exposure and colors, focusing instead on letting the lighting, fog, and particle effects define the mood. Overall, I aimed for a dark fantasy aesthetic where cold moonlight contrasts with warm firelight to evoke a sense of hope within the ruins.

Conclusion

The project took approximately 2 to 3 months to complete. The biggest lesson I learned was that game environment art isn't just about making cool individual assets, but balancing optimization with player experience. Transitioning from cinematic-focused work to building a fully real-time, playable environment in Unreal Engine taught me the critical importance of optimization and level design—especially how to guide a player's line of sight naturally.

The most challenging aspect was indeed optimization. Maintaining high visual fidelity within a massive environment under limited performance budgets required constant decision-making regarding asset modularity, texture reuse, and resource allocation. Conversely, the most enjoyable moment was placing the finished assets into Unreal Engine to assemble the final world.

It felt like creating a living world for players to explore rather than just rendering a picture. Moving the camera around to discover new compositions and dialing in the lighting to complete the mood were truly rewarding experiences. For recommended learning resources, the tutorials on the 안콜3D YouTube channel were immensely helpful for solidifying foundational skills. I also frequently study 80 Level interviews and ArtStation breakdowns by other environment artists for ongoing inspiration.

Beomsu Ko, 3D Environment Artist and Prop Modeler

Interview conducted by Amber Rutherford

Built for the Game & Digital Art Industry
Get Our Media Kit

Comments

0

arrow
Type your comment here
Leave Comment
Built for the Game & Digital Art Industry
Get Our Media Kit