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Assassin's Creed Mirage Small Environment Scene

  • Writer: carrkian
    carrkian
  • Nov 9
  • 3 min read

Updated: 6 days ago



Project Info

This is the first project that I have ever done, and I have to say that I am very pleased with the final results. This project is a recreation of my favourite game, called Assassin's Creed Mirage. This was an assignment from my university, and I had a choice to either make my own project or take reference from something that had been made and recreate it, like from a game or from real life. So I chose to take reference from a video game.


What I did to get my reference

The first step that I took to create a small environment scene was to take some image reference, and the best source to get the best images is to play through the game, run through the city and take some screenshots that I will use to make my assets.

My first set of images will be of different types of buildings and houses that I feel like I could recreate. I walked around the buildings and took screenshots from different angles so I could get as much detail as I could.

The next set of images was props like tables, chairs and barrels. And the other was the foliage that I needed, like grass and trees.


The software I used

  • PureRef

  • 3Ds Max

  • Substance Painter

  • Unreal Engine


How I made my Building assets

After I gathered my references for my project, I started to create them by using 3Ds Max.

I started with the house. What I used first was a simple flat plane. The reason I was using a flat plane is that the buildings will be exterior, so the details will be seen on the outside, not on the inside. Once I made the wall, I edited the top part of the wall to show where the roof will be. After that was made, I started to unwrap the asset so I could have a clean texture. After the wall was unwrapped, I gave the edges some details so it would not look boring to the viewer's eye. So I selected the edges and used the chamfer tool to add polygons to the edge, and made the edges look a bit curved.

After I made the first wall, I duplicated it because I would be using the same wall to make my first house for my project. After I copied the walls, I carefully matched up the sides by selecting the edge where the pivot was located, and I copied the coordinates from that side's position. Then I selected the copied wall, pasted the coordinates, and the walls were linked together as if they were one wall. The next thing that I did was rotate the copied wall 90 degrees to form part of the house, and I did the same thing to the other copied walls to form a full house. And for the last part, I added another flat plane and made it big enough to fit the huge hole in the middle of the house to make it the roof.


How I made my environment

I started by making the landscape size to my liking, since the scene will be small, I don't need much space, so I did not go crazy about the size.

Once I had the right size for my environment, I went to landscape mode to edit it by sculpting it to the detail that I wanted it to be, but most of it was flat, so I did not do much.


After I was happy with the way the landscape looked, I went to a little shop called Quixel Bridge to get a free landscape material pack that looked like the desert because in the game, there was mostly sand on the ground.

After the landscape material was added to my environment, I imported my assets into my content browser so I could start making my scene. I started with my house, I added only one, then duplicated it, then placed it in a different location. I repeated this action a few times and made sure that they were not too close together. Then I used one of the copied houses to link it up to another to make them look like one big house, without me having to make another in 3ds Max. After I placed them together, I merged them as one static mesh, and then I duplicated them a few times and spread them out.





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