Stylized Spooky House Environment

Front Side

Front Side

Right Side

Right Side

Front Left

Front Left

Front Left Side

Front Left Side

Front Left Side

Front Left Side

Night Front Side

Night Front Side

Night Right Side

Night Right Side

Night Right Topside

Night Right Topside

Night Front Bottom

Night Front Bottom

Night Bottom Left

Night Bottom Left

Night Bottom Left

Night Bottom Left

Night Top 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.

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

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.

Planet Mat: Using High Res 8k Scans from Nasa or other resources I blend with noise and adjust it in Substance painter.

Cloth Material

Cloth Material

Wood Trims generated with wood pattern and Isolated masks.

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:Create Shapes with adjustable splatter that all feed in as masks for coloring.

Flower Material: Separate color masks and apply colors accordingly.

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.

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.

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

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.

Fluffy Vines: Use texture as a billboard and rotate the texture for wind effect.

Cloud Texture

Cloud Texture

Generate Clouds Procedurally and Cut out Artifacts manually.

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:
https://www.artstation.com/artwork/rn3ee

Date
October 30, 2021