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SACRED FOREST

A stylized environment created in Unreal Engine 5. I am responsible for all modeling, texturing, lightning, visual effects, and assembly. Software utilized include Maya, ZBrush, Substance Painter, Substance Designer, and Adobe Photoshop. 

HERO PROP: STYLIZED SHRINE

The shrine serves as the focal point of the environment. The low-poly model was created in Maya and then imported into ZBrush for a high-poly pass. Assets were baked in Substance Painter to generate detailed and grunge maps, which were then condensed into a pack map. These maps were layered with material functions to optimize file size and performance.

TEXTURES

Stylized textures were generated procedurally in Substance Designer, with final adjustments made in ZBrush and Photoshop. The grass was hand-painted and manually made tileable in Photoshop.

FOLIAGE AND BLENDING

Stylized foliage was created using cards in conjunction with a hand-painted texture atlas. Landscape color was sampled via Runtime Virtual Texture and used to influence the foliage’s diffuse values. For assets with more defined geometry, such as bushes, vertex normals were transferred from a sphere to ensure cohesive lighting consistent with the overall style. To streamline this process, I developed a custom Python tool in Maya to automate vertex normal transfers.

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