Front Left Side
Night Front Side
Night Right Side
Night Right Topside
Night Front Bottom
Night Bottom Left
Night Bottom Left
Night Top Left
Book Generator Material
Emblem Generator has rotation and shape randomness options
Emblem Generator Amount of Sub UV's can be edited
Added Workflow for variation, Different Candle sizes throughout scene and ability to dynamically melt them.
Custom Shadow Shapes to add to mystical nature of scene
Inspired by Overwatch Bastion Bird
Designed to be cute, but not overly cutesy to the point its not unified.
Live Realtime workflow, designing flowers with a lot of control.
Rock displacing grass.
Spline based to keep in in engine.
Vertex painting material for walls, with variations on bricks to add moss.
Window pane shadows and rotation and color variations.
Procedural Book Generator uses Textures created in substance and Grabs Sub-UV's and moves them into Book UV locations. Each book has needs 2 UV Slots to work, and 3 for a Base leather texture.
Created using procedural Textures and High-res images with some filters
Planet Mat: Using High Res 8k Scans from Nasa or other resources I blend with noise and adjust it in Substance painter.
Wood Trims generated with wood pattern and Isolated masks.
Flower Material:Create Shapes with adjustable splatter that all feed in as masks for coloring.
Flower Material: Separate color masks and apply colors accordingly.
Main Landscape material. Use Runtime Virtual Textures to Adjust Grass based on value received from other materials.
Brick Material, Generates a less uniform brick pattern adds cracks and applies growing moss in cracks at angles.
Floating Ghost Skull: Applies fire effect to UV's at top of mesh and uses wind on vertices to make float effect
Fluffy Vines: Use texture as a billboard and rotate the texture for wind effect.
Generate Clouds Procedurally and Cut out Artifacts manually.
Thank you for viewing my work! Feedback is much appreciated!
All the assets, textures, and animations, etc. Are my own work.
Reference for front of house: