Asset engineering

Golden Legend 3D Asset Studio

Build editable environment assets and test them in the engine they are meant for.

V14 · Art review

View comparisons ↓

Evidence walkthrough

This Unreal audition shows the V14 woodland assembly, with original beech, timber and forest-floor work in context. Artistic review and human playtesting remain open.

owner-review checkpoint
V14
selected beech mesh views
LOD 0 / 2
recorded medium profile average
40.13 FPS

See the changes

Beech trunk and root bark

Matched Blender close-ups show the change in the projection seam.

Beech trunk and root bark before Beech trunk and root bark after

Drag the divider or use the slider. Home and End show the full frames.

Capture provenance
Source tool
Golden Legend Studio 0.14.4
Ownership
Original Golden Legend authored tree
Validation
The close view shows the revised trunk projection seam.
Scope
Geometry unchanged. Native root contact and shader performance remain open.
Camera match
Matched Blender camera and lighting

Whole-tree bark study

Matched Blender views show how the bark change reads at tree scale.

Whole-tree bark study before Whole-tree bark study after

Drag the divider or use the slider. Home and End show the full frames.

Capture provenance
Source tool
Golden Legend Studio 0.14.4
Ownership
Original Golden Legend authored tree
Validation
Whole-tree material comparison. The isolated Unreal package saved and reopened.
Scope
Blender frames. Rendered Unreal material audition remains pending.
Camera match
Matched Blender camera and lighting

Timber beam revision

A matched-condition material and UV study. The realism gate remained open.

Timber beam revision before Timber beam revision after

Drag the divider or use the slider. Home and End show the full frames.

Capture provenance
Source tool
Golden Legend Studio 0.10.1
Ownership
Original Golden Legend authored timber
Validation
Matched material and UV revision.
Scope
Realism remained under art review.
Camera match
Verified in the original V11 receipt

How it works

  1. Select a reproducible recipe
  2. Edit the Blender master
  3. Generate or refine geometry
  4. Lay out UVs and author PBR
  5. Build LODs and collision
  6. Export the selected revision
  7. Validate the import in Unreal

Editable source and recipes

The Blender workflow retains editable masters and parameterized generation recipes. The European beech work uses explicit root and branching controls, with selected revisions preserved alongside rejected attempts.

Materials, UVs and native imports

Original PBR textures, UV layouts, LOD meshes and collision proxies are tracked alongside asset exports. Unreal reviews cover import, grounding, collision and clean-session reopen using the original woodland scene.

Technical and visual gates

The timber comparison is a historical matched-condition revision. Its UV distortion improved, while the realism target remained unmet. V14 woodland and beech imagery is owner-review evidence. Art, performance and human playtest gates remain open.

Results and scope

The selected native revision has recorded grounding and clean-session checks. The performance hold, art review and human playtest remain open. The historical timber revision improved UV distortion while the realism target remained unmet.

V14 owner-review manifest and final checkpoint; V11 timber capture receipt.
Next case studyGolden Legend Map Creator