Bandit Camp
sketchfab
All the smaller sets were building towards a single, climactic moment. The bandit camp had originated as a concept for the Mediterranean pirate/magic level I was developing in Unreal for my Amalgam project. This level was designed to be similar to one I created three years prior, but with all original assets. The bandit camp relies on sets of items, each set containing 5-10 related objects that share the same UV map. My intention was to organize these items logically so they would load efficiently in the engine. However, achieving this effect proved challenging due to the varying sizes of the items. A small item still requires loading a larger image, which may not have been the most optimal solution. Comparing results in Unreal and re-UVing each item with its own unique map would require significant work, making it a less appealing option at this time. Here are the bandit camp models in Blender, the best render I could produce given my current skills:
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