How was the Seoul streets 3d asset pack made?


With the Seoul Streets 3D Pack, our goal was to capture the authentic feel of Korean towns and neighborhoods, especially those found in Seoul and Busan, and translate them into premium 3D models that artists can use confidently in games, cinematics, and VFX work.

This blog post takes you behind the scenes of how the pack was made, from concept art and reference gathering to modeling, texturing, and final game-ready delivery. It is also a story about collaboration with talented Korean artists who brought their firsthand knowledge of Korea into every asset.

The Vision Behind Seoul Streets

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Korea’s urban landscape has a very distinct identity. Old school neighborhoods often mix residential and commercial spaces in a way that feels organic and dense. You can find a barber shop under an apartment, a karaoke bar next to a small restaurant, and offices stacked above convenience stores. Neon Korean signs, weathered walls, and layered details tell stories of decades of use.

The Seoul Streets 3D Pack was designed to reflect that reality. Instead of focusing on iconic landmarks, the pack embraces everyday streets. These are the kinds of places you walk through at night, pass on your way to work, or see in countless Korean films and dramas. This makes the pack especially useful for storytelling, whether you are building a cinematic shot, a videogame level, or a VFX environment.

The Team Behind the Pack

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Authenticity was critical, which is why the pack was led and shaped by Korean artists with direct cultural and visual experience of these environments.

Concept and Building Design

The pack was designed by Korean artist Yoojin Rhee. Her role was foundational. To ensure accuracy, she personally took over 1000 reference photos across Seoul, focusing on similar urban areas, with influences also seen in Busan and other Korean towns.

From these references, Yoojin designed the eight main buildings included in the pack. Every window proportion, sign placement, air conditioner unit, and balcony detail was informed by real-world observation. This process grounded the pack in reality before any 3D modeling began. The result is architecture that feels lived-in rather than generic.

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Texturing Direction

Texturing was handled by senior Korean artist Dong Kyu Kim. His experience was essential in achieving realistic surface quality. Korean buildings often show subtle wear, discoloration, and layering of materials. Paint fades unevenly, concrete stains differently depending on exposure, and signs show years of sun and rain damage.

Dong Kyu Kim translated these nuances into high-quality textures that hold up in close-up cinematic shots. The balance between realism and performance was a key focus throughout production.

Modeling and Props

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One of the 3D modelers on our team was also Korean, Hyejin, who was responsible for modeling and texturing many of the props. She worked closely with Xiang Jun Zeng (XJ), who collaborated on both modeling and texturing. Together, they created a large collection of props that feel authentic and specific, from barber shop elements to street-level details.

Most of the buildings were modeled by talented artist Allen Tseng. His work focused on clean topology, modularity, and consistency across assets. This ensured that the buildings are easy to use in production and flexible enough to be combined in many different layouts without visual repetition.

Tools Used in Production

The Seoul Streets 3D Pack was created using industry-standard tools to ensure compatibility and quality.

  • Blender was used extensively for modeling, layout, and asset assembly.

  • Maya played a role in parts of the modeling pipeline, especially where specific workflows benefited from it.

  • Substance Painter was used for texturing, allowing for detailed material layering and realistic wear.

  • Photoshop supported texture refinement, sign design, and final adjustments.

Using these tools allowed the team to maintain a professional pipeline and deliver premium 3D models that meet current industry expectations.

From Concept Art to 3D Assets

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The process began with concept art and reference analysis. Yoojin Rhee’s photo library was studied carefully to identify recurring architectural patterns and visual language common in Korean towns.

Once the designs were finalized, modeling began. Buildings were created with a focus on clean FBX setups, making them easy to import into any DCC. Each building was designed so that every side looks different. This was a deliberate decision to help artists avoid repetitive patterns when assembling streets.

Texturing followed a physically based workflow. Materials were tested under different lighting conditions to ensure they worked well for both daytime and nighttime scenes. Special attention was given to Korean signs, which are a defining visual element of Seoul streets. Fonts, colors, and layouts were inspired directly by real signage, including barber shops, karaoke bars, restaurants, and offices.

What’s Included in the Pack

The Seoul Streets 3D Pack is more than just a few buildings. It is a complete environment kit designed for flexibility and storytelling.

Buildings

The pack includes eight versatile buildings inspired by old school Korean neighborhoods. These buildings reflect mixed-use architecture, combining residential and commercial spaces. You will find designs suitable for barbershops, restaurants, karaoke bars, offices, convenience stores, and more.

Each building side is unique, allowing artists to rotate and reuse assets without obvious repetition. This makes it easy to create dense city blocks that still feel natural.

Signs and Props

Over 250 bespoke signs and props are included. Korean signs are essential to the identity of streets in Seoul and Busan, and this pack places heavy emphasis on them. Neon signs, vertical hangers, shop banners, and subtle decals bring life and color to the environment.

Props range from practical street elements to shop-specific details, helping you dress scenes quickly and convincingly.

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Videogame Ready and Production Friendly

One of the core goals of the Seoul Streets 3D Pack was usability. The assets are videogame ready for Unreal Engine, with clean topology, optimized geometry, and efficient textures.

For cinematic and VFX artists, the pack is equally suitable. The clean FBX setup allows easy assembly in any DCC, whether you are working in Blender, Maya, or another tool. Assets are modular, logically named, and designed to slot into existing pipelines without friction.

This flexibility makes the pack ideal for a wide range of projects, from real-time games to high-end cinematic shots.

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Testimonials

David RatajczakConcept Designer/ DMP/ Env TD/ Art Director

"The topology is clean and all the elements have been done in a smart way. I do like the fact to be able to pick up a software that could load all the assets straight away, including Unreal Engine! This is a game changer."

Antonio CarbajoCG Supervisor

"The platform is incredibly easy to use, making it simple to find and implement high-quality models. Great quality, ideal for professional projects and it is saving me a lot of time. It’s perfect for both seasoned professionals and beginner."

Eric MolinerSenior Creatures Technical Director

"I've been using Conceptize assets for my personal projects and it's been fantastic! A big step forward to have it USD ready."

Daniel L. McGarrySenior Concept Artist

“Conceptize provides high quality assets which are easy to use in a work setting. It’s great to have a new company trying their hand at producing kitbash packs and I’m excited to see what they produce in the future.”

Abraham SicaConcept Artist

"The building asset pack was a fantastic resource for my concept art. Easy to use and highly customizable, it's perfect for any project, The High density mesh allowed me to utilize the details in more ways than one. Highly recommend to try these awesome asset packs."