"Palace of the Blessed Mother" Modular Game Environment

My goal for this piece was to make a viable modular game environment, and to refamiliarize myself with the Unreal Engine. The architectural style was heavily inspired by the "Palazzo Uffizi" from Florence

-All the modular pieces were made in Maya then repackaged to make the in-engine prefabs. These can be reconfigured into a multitude of combinations to create new pieces. This also facilitates, modification on the fly all the materials are kept even after a re-import in the game engine
-Every Ingame Prefab, has a different set of texture ID's ( the Colors ) that correspond to it's texture counterpart in-engine.
-The Materials in Unreal Engine are also configured to have a set of configurable parameters (Color, Age, Dirt/Grime) imported over from Substance Designer

The modular pieces in the game engine are packed in bigger pieces for ease of use.

The modular pieces in the game engine are packed in bigger pieces for ease of use.

Texture Workflow Examples. Every texture starts with a predefined base and interchangeable parts for an efficient workflow and reusability

Texture Workflow Examples. Every texture starts with a predefined base and interchangeable parts for an efficient workflow and reusability

All the modular pieces used to make the ingame prefabs. These can be reconfigured into a multitude of combinations to create new pieces

All the modular pieces used to make the ingame prefabs. These can be reconfigured into a multitude of combinations to create new pieces

Every Ingame Prefab, has a different set of texture ID's ( the Colors ) that correspond to it's texture counterpart in-engine.

Every Ingame Prefab, has a different set of texture ID's ( the Colors ) that correspond to it's texture counterpart in-engine.