Monday, September 1, 2025

Modular Environment in Unreal Engine - Part One

Proxy Blockout


Our assignment was to create a modular, stone-carved block for the environment in Unreal Engine. To begin, we needed to establish the correct scale relative to the Unreal Engine mannequin. I exported the mannequin into Maya and modeled a simple cube with dimensions of 100 x 100 x 100 to compare its proportions with those of the mannequin. Once the scale was confirmed, I proceeded to build the proxy meshes in Maya.


In Unreal Engine, I used the proxy meshes to block out a doorway structure and applied a material that could be instanced across the meshes. This setup will make it easy to replace the placeholder material with another, more polished one later in the process.

Once I was satisfied with the blockout, I made a prefab by creating a blueprint for the structure. This serves as the reusable element of the modular environment, allowing me to make adjustments within the blueprint that automatically update all components tied to that template. I also created a separate blueprint for the pillars I planned to use to connect the doorways.


















































After finalizing the proxy version, I returned to Maya to bevel the edges of the geometry. When I re-imported the meshes into Unreal, the consistent naming conventions allowed the assets in the level to automatically update and replace with the beveled versions.





























Finally, after making minor adjustments to the structure with the updated model, I refined the scene with some light adjustments. 

Below are the final proxy blockouts of my structure, presented in high-quality screenshots:








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