A start-to-finish breakdown of building and lighting a modular real-time library environment in Unreal Engine. I walk through the full production chain — reading the experience first, a production-driven reference board, breaking the scene into a reusable modular kit, blockout and modular modeling in Maya, texturing in Substance Painter for camera distance, hero-prop dressing, assembly in Unreal, and a motivated lighting pass built around one idea (warm afternoon sun through tall windows) — ending with a final render gallery. The focus is on the two stages that decide whether a real-time environment reads: a clean, reusable modular kit, and lighting that carries the final image. Written so you can reuse the workflow on your own scenes, not just follow this one. Full image-by-image version on ArtStation: ArtStation - Modeling and Lighting a Modular Real-Time Library in Unreal Engine
https://dev.epicgames.com/community/learning/tutorials/mm5M/modeling-and-lighting-a-modular-real-time-library-in-unreal-engine