Norwegian Village

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Aleksei Bachinskii

Lead Environment Artist

Introduction

My name is Aleksei Bachinskii. With over seven years of experience in 3D content creation, I specialise in environment design, AAA asset production, cinematics, and concept development.

My work spans AR/VR innovation as well as game content creation for marketplaces and outsourcing studios.

I began my career in architectural visualisation, primarily working with 3ds Max and Corona Renderer to produce high-quality architectural renders for various companies.

After six months in this field, I gradually shifted my focus toward game development, studying game-ready asset creation through online courses and educational content.

When I first started learning 3D, high-quality educational resources, especially those focused on game asset production, were limited. This required a strong degree of self-learning and experimentation, which helped me build a solid technical foundation.

My professional growth accelerated after securing my first industry role, working on multiple mobile game projects through freelance platforms.

During this period, I significantly expanded my skill set, gained hands-on production experience, and continued to develop my professional career within the game industry.

Reference & Inspiration

The idea of creating a Norwegian village came to me after I came across the work of Summer Archipelago by Pontus Ryman, Weather Station by Maxim Dorokhov, and concept art by Mark Komorowski.

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I used to live in such nature when I was a kid and was so inspired to create a realistic environment based on this mood and vision.

I wanted to create a similar vibe in Unreal, practise with lighting and atmosphere, and test the new Layered Material in Unreal.

Blockout & Modelling

I began the process by creating a blockout of the house, focusing first on achieving a realistic scale.

I used a 2-metre-tall human reference as a baseline to ensure that doors, windows, and other architectural elements were correctly proportioned.

At this stage, I also broke the house down into modular components, allowing these elements to be efficiently reused in the construction of the remaining two houses.

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I broke the house down into its roof, walls, steps, windows, cornices, and foundation. So I created modular assets to build 3 different houses.

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I tried to always maintain the correct step, a multiple of two, and a grid reference to make it easier to work and to correctly unwrap and apply textures.

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Once the house blockouts were complete, I imported them into Unreal Engine and began sculpting the landscape while establishing the main composition.

After I was satisfied with the overall scale and the landscape blockout, I proceeded with refining and developing the houses further.

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Houses Detalization

The next step was finalising the houses and transferring them into Unreal Engine. I began by detailing the walls, focusing on creating a rustic, aged look.

To achieve surface unevenness, I introduced deliberate cuts and manually adjusted individual boards, creating the natural imperfections associated with wear and aging.

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For the wood details, I used real references and wooden beams to make the windows more authentic and realistic in appearance.

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For the roof, I created modular metal sheets and scattered them across. To add details, I applied a displacement noise modifier.

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Full house is ready.

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UV & Materials

For UVs I used 2 channels, UV1 for RGB mask and UV2 for tilable textures. For RGB masks I chose 5.12 px for 2k texture, and for tile 10.24 px for 4k tile textures.

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For materials I used the Megascans library and a few materials like wood and painted wood I made in Substance.

To assemble all materials in Unreal Engine, I used the Layered Material system.

This approach allows materials to be seamlessly blended using RGB masks, providing a high level of control and flexibility.

It offers numerous advantages when it comes to achieving precise visual results and maintaining a clean, efficient material setup.

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For texturing I used 4 layers:

  • Layer 1: base wood layer
  • Layer 2: a little bit rotten wood
  • Layer 3: painted wood
  • Layer 4: old painted wood
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I used this approach pretty much everywhere for houses.

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That helped me to save time on the texturing process in Substance and see full control in real time in Unreal.

Terrain

For landscape creation, I used Unreal Engine’s default Landscape tools along with the spline system to create the paths.

At this stage, my goal was to establish a basic landscape that matched the concept and helped define the overall scale and composition.

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For paths I created dirty muddy road assets and used them with vertex paint combination.

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For foliage, debris, and rocks, I used Megascans assets, slightly modifying their textures to achieve the desired look.

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For trees and pines I used the Dekogon Pines pack; it was perfectly matched with my Norway vibe.

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For the background mountains, I created the asset in Gaea. I wanted more flexibility and a specific look, so Gaea was the perfect tool for this task.

For the mountain material, I used the same layered material as the one applied to the houses, working with RGB masks for better control and consistency.

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Lighting

The lighting setup was relatively straightforward. I aimed to recreate a sunset atmosphere with warm, golden tones and softened shadows.

I used Unreal Engine’s default lighting tools, with a Directional Light and Skylight as the main light sources.

Additional spotlights were placed to highlight key elements of the houses and to introduce extra shadow variation in the distance.

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To create extra shadows close to the camera I created shadow meshes to block lights from the back and added some big trees to increase shadow silhouette.

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Final Touches

For final touches I decorated the scene a little with some assets from the market, like solar panels and boilers.

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For VFX I used Easy Fog for distance fog planes and VDB smoke animation which I added on the chimney.

Birds on the background I took from my old project.

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For post-processing, I used Cinematic LUT presets and applied minor colour corrections.

I prefer to establish the overall look directly in-engine before rendering, leaving only subtle final adjustments to be done later in DaVinci Resolve.

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I like using local exposure parameters and convolution bloom; it brings a more cinematic look.

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Overall, a useful tip: if you feel that your project doesn’t look good enough, try experimenting with lighting and post-processing.

I believe these two elements account for at least 50% of a project’s success.

Conclusion

The scene took around 3 weeks in my spare time to complete from start to finish.

Throughout the process, I learned a great deal and gained much more confidence in handling complex compositions, scene planning, and especially working with the Layered system in Unreal.

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Overall, this project wasn’t about pushing myself technically or learning many new things. My main goal was simply to create a beautiful, cinematic game environment.

If I had to offer advice to artists who are just starting out, it would be this: trust the process and the skills you’re building.

There were many moments of frustration when the scene didn’t match what I had envisioned, but pushing through those moments and learning from them is what ultimately leads to completion.