The idea behind the Medieval Castle project was to create a full environment utilizing a collection of tiling models and props. The first step in this process was to research reference images and come up with concepts of what exactly I wanted to make. The buildings were modeled first, each on a space designed to fit together with the tiles around it to create a uniform ground. These were created in 3DS Max, as were the props that were created to add more variety to the scene.
UV maps were created and imported to Photoshop where texture maps were made for each model. These include diffuse, specular, and normal maps for each model, as well as illumination and alpha maps for specific models. Once the textures were created, I used the Unreal 3 Editor to create the scene. The models were imported as static meshes, and the textures maps were used to create materials. These were then used to populate the level, creating a full environment in which to explore.
The most important thing that I learned from this project is that when you are going to use the models in a level editor like Unreal it is not necessary to model the ground, and in fact will look far more uniform if you don't.
Digital Arts Technology Training Institute