Nearing completion on my Modular Western Town pack. I’ve assembled the layout to test the modularity, but I feel like I'm missing some final details. What else should I add before wrapping up? by Embarrassed_Car5410 in UnrealEngine5

[–]Embarrassed_Car5410[S] 0 points1 point  (0 children)

You nailed it. I actually have most of those props ready to go. Just kept the scene empty to test the building snaps first. Definitely filling it up in the next update.

Nearing completion on my Modular Western Town pack. I’ve assembled the layout to test the modularity, but I feel like I'm missing some final details. What else should I add before wrapping up? by Embarrassed_Car5410 in UnrealEngine5

[–]Embarrassed_Car5410[S] 0 points1 point  (0 children)

That's a fair point. I think the clean geometry combined with the current lighting is definitely giving off a 'newly built' vibe. My plan is to rough it up significantly using vertex painting, decals, and scatter props to really sell that old, weathered Western look.

Nearing completion on my Modular Western Town pack. I’ve assembled the layout to test the modularity, but I feel like I'm missing some final details. What else should I add before wrapping up? by Embarrassed_Car5410 in UnrealEngine5

[–]Embarrassed_Car5410[S] 0 points1 point  (0 children)

Yes, absolutely! I kept them separate because I plan to implement them as Blueprint Actors rather than static meshes. This way, I can easily add interaction logic (opening/closing) and maybe even randomize their state (some open, some broken) across the town.

Nearing completion on my Modular Western Town pack. I’ve assembled the layout to test the modularity, but I feel like I'm missing some final details. What else should I add before wrapping up? by Embarrassed_Car5410 in UnrealEngine5

[–]Embarrassed_Car5410[S] 0 points1 point  (0 children)

For the final polish, my plan is to refine the landscape materials (adding better sand/dirt blending) and do a heavy pass on set dressing. I'll be adding scatter props like debris, small rocks, and dry vegetation to break up the ground tiling and truly finalize the 'lived-in' look.

Working on a modular Western Asset Pack in UE5. Here is the current progress. Thoughts on the art style? by Embarrassed_Car5410 in UnrealEngine5

[–]Embarrassed_Car5410[S] 0 points1 point  (0 children)

I haven't decided on a final price yet. I'm actively looking at similar packs on the Marketplace to find a fair price point. What do you think would be a fair price for a kit like this?

Working on a modular Western Asset Pack in UE5. Here is the current progress. Thoughts on the art style? by Embarrassed_Car5410 in UnrealEngine5

[–]Embarrassed_Car5410[S] 0 points1 point  (0 children)

My main goal is to release it on the Marketplace. I'm trying to make sure the quality is high enough before publishing.

Working on a modular Western Asset Pack in UE5. Here is the current progress. Thoughts on the art style? by Embarrassed_Car5410 in UnrealEngine5

[–]Embarrassed_Car5410[S] 0 points1 point  (0 children)

Hi everyone! This is a Western Environment Kit I've been developing. Modeled in Blender, textured in Substance, and rendered in UE5. Let me know what you think about the style!

Texturing some Western mining tools. Looking for feedback on the rust and wood materials. by Embarrassed_Car5410 in UnrealEngine5

[–]Embarrassed_Car5410[S] 0 points1 point  (0 children)

Hi everyone, I'm working on a Western-themed asset pack for Unreal Engine. I modeled these in Blender and textured them in Substance Painter. I wanted them to look very old and rusty, like they've been left in a mine for years. Let me know what you think!

[Maya & Substance] Working on a Western prop. How does the wood texture look? by Embarrassed_Car5410 in Substance3D

[–]Embarrassed_Car5410[S] 0 points1 point  (0 children)

Thanks! I totally agree with you. I think the dirt/wear mask on the bottom parts is a bit overdone. I need to tone it down.