3D tile packages sort of remind me of minecraft. Here are some builds I finished recently with one of my friends.


After building this, it became obvious that there are some main parts I need to focus on to get the main structure for constructing castles and other similar style buildings.
- Walls
- Floors
- Lower floors
- Connecting panels for lower and regular floors
- Windows
- light sources (candles/torches)

The models look broken, however the near overlapping mesh is intentional. they are not overlapping perfectly, like the screenshot is suggesting, they are just very close together and its bugging the model viewer in maya. The reason I have made these near duplicate meshes is because I want to experiment with backface culling. Backface culling references flat plane meshes, which when set up in certain game engines will render as invisible from behind.
I was thinking perhaps I could have ceiling tiles be invisible from above, but visible from the camera from behind, adding to a sense of 3D instead of just modelling walls. Its just an idea and something I want to experiment with, but I felt like I needed to explain that the mesh is not broken!

These models are made perfectly to snap inside the default unreal engine size grid, so it would be easy to test my modular parts and construct a blockout.
Making a blockout was rather simple due to how snapping works in unreal engine. I was quite quickly able to assemble this mini church using my references from when I was in Bath.

I also put the model into blender to do some mock up renders, just to get a better idea of the scale with some nice quality lighting.



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