These modular rock walls have been developed for a personal game project (Dungeon Keeper like) I have been working with a programmer friend in our spare time: the idea was to let the player dig into the rock creating rooms and corridors.
The modular set is composed by 9 pieces: 3 straight pieces (1 meter wide), 1 straight piece (2 m wide), 1 corner inward, 1 corner outward, 1 fill corner (to be used in particular cases when 2 rooms have a corner in common) and finally 1 square meter meter of tilable rock surface and 1 square meter of tilable ground.
The modular set can be used in both Unreal Engine and Unity to create seamless corridors and rooms.

  • Software used: Maya, ZBrush, Xnormals, nDo, Photoshop, 3D Coat, Marmoset Toolbag / Unreal Engine / Unity.
  • Year: 2015/2016
  • I created in Maya the bounding box shape for each module and then I exported them to ZBrush.
  • The first thing I did in ZBrush I sculpted a set of 13 different stylized rocks meant to be used to build the different rock walls.
  • Once completed the rocks I created each wall piece, making sure that the border were tilable.
  • Once completed the pieces I used ZBrush Decimation Master to create a rough low-poly mesh for each one and exported them as obj.
  • I then imported the low poly geometry in Maya to clean, optimize and refine the geometry and to make sure that the boders of each mesh were tilable with all the others.
  • Once the modeling was done I laid out the UVs in Maya and then I exported the low poly meshes as obj for baking the normal map.
  • Back in ZBrush I optimized the high poly geometry using the Decimation Master and then I exported each high poly mesh as obj.
  • The Normal Maps have been baked with XNormals.
  • Then I used photoshop to fix the small baking issues and to combine the various bakes.
  • The rock walls share one single 1024×1024 texture, while the square rock plane and the ground us a 512×512 texture set each.
  • Then using nDo and Photoshop I quickly created the base for the Albedo and the Roughness textures.
  • The Albedo texture has been painted futher more using 3D Coat for getting read of the most evident seams and to give to the texture a smother hand painted look.
  • During the texturing process I imported the geometry and the textures in the Unreal Engine to make sure that for testing both the “modularity” of the components and for tuning and refining the textures.
  • I did a little bit of back and forth between Maya, Photoshop and the Unreal Engine to fix the small issues and tune the texture.
  • The last thing I did was to implements a Blueprint System to automatically switch the rock walls top section according to the rotation of the piece: each rock wall has 4 different top parts (each one matching a different side of the square rock surface) and with the system I implemented is pretty easy to assemble a level without bothering to manually select the correct top part for each component.
  • Finally I imported the geometry and the textures in Unity to test the set (making sure to update the textures for the Specular/Glossiness PBR workflow).
  • Below you can find the following content:
  • A Marmoset Viewer scene showing the 9 modular components (the ground is shown in both the 1m and 2 m size).
  • A Marmoset Viewer scene of a small composition example built using the modular components.
  • A Marmoset Viewer scene of a dungeon example built using the modular components.
  • The texture sets used by the Rock Walls, the Rock Surface and the Ground: each set is composed by an ALBEDO, a NORMAL and a ROUGHNESS texture.
  • Several images of the sculpted meshes in ZBrush..
  • Several in game screenshots taken in the Unreal Engine: < COMING SOON ! >.
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Project info

These modular rock walls have been developed for a personal game project (Dungeon Keeper like) I have been working with a programmer friend in our spare time: the idea was to let the player dig into the rock creating rooms and corridors.
The modular set is composed by 9 pieces: 3 straight pieces (1 meter wide), 1 straight piece (2 m wide), 1 corner inward, 1 corner outward, 1 fill corner (to be used in particular cases when 2 rooms have a corner in common) and finally 1 square meter meter of tilable rock surface and 1 square meter of tilable ground.
The modular set can be used in both Unreal Engine and Unity to create seamless corridors and rooms.

  • Software used: Maya, ZBrush, Xnormals, nDo, Photoshop, 3D Coat, Marmoset Toolbag / Unreal Engine / Unity.
  • Year: 2015/2016
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Work done
  • I created in Maya the bounding box shape for each module and then I exported them to ZBrush.
  • The first thing I did in ZBrush I sculpted a set of 13 different stylized rocks meant to be used to build the different rock walls.
  • Once completed the rocks I created each wall piece, making sure that the border were tilable.
  • Once completed the pieces I used ZBrush Decimation Master to create a rough low-poly mesh for each one and exported them as obj.
  • I then imported the low poly geometry in Maya to clean, optimize and refine the geometry and to make sure that the boders of each mesh were tilable with all the others.
  • Once the modeling was done I laid out the UVs in Maya and then I exported the low poly meshes as obj for baking the normal map.
  • Back in ZBrush I optimized the high poly geometry using the Decimation Master and then I exported each high poly mesh as obj.
  • The Normal Maps have been baked with XNormals.
  • Then I used photoshop to fix the small baking issues and to combine the various bakes.
  • The rock walls share one single 1024×1024 texture, while the square rock plane and the ground us a 512×512 texture set each.
  • Then using nDo and Photoshop I quickly created the base for the Albedo and the Roughness textures.
  • The Albedo texture has been painted futher more using 3D Coat for getting read of the most evident seams and to give to the texture a smother hand painted look.
  • During the texturing process I imported the geometry and the textures in the Unreal Engine to make sure that for testing both the “modularity” of the components and for tuning and refining the textures.
  • I did a little bit of back and forth between Maya, Photoshop and the Unreal Engine to fix the small issues and tune the texture.
  • The last thing I did was to implements a Blueprint System to automatically switch the rock walls top section according to the rotation of the piece: each rock wall has 4 different top parts (each one matching a different side of the square rock surface) and with the system I implemented is pretty easy to assemble a level without bothering to manually select the correct top part for each component.
  • Finally I imported the geometry and the textures in Unity to test the set (making sure to update the textures for the Specular/Glossiness PBR workflow).
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Content shown below
  • Below you can find the following content:
  • A Marmoset Viewer scene showing the 9 modular components (the ground is shown in both the 1m and 2 m size).
  • A Marmoset Viewer scene of a small composition example built using the modular components.
  • A Marmoset Viewer scene of a dungeon example built using the modular components.
  • The texture sets used by the Rock Walls, the Rock Surface and the Ground: each set is composed by an ALBEDO, a NORMAL and a ROUGHNESS texture.
  • Several images of the sculpted meshes in ZBrush..
  • Several in game screenshots taken in the Unreal Engine: < COMING SOON ! >.
MARMOSET VIEWER - UNIQUE MODULAR COMPONENTS

MARMOSET VIEWER - SMALL COMPOSITION EXAMPLE

MARMOSET VIEWER - DUNGEON EXAMPLE

TEXTURES
ZBRUSH SCULPT
UNREAL ENGINE IMAGES

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