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Mushroom Cottage

This project was for a CGMA course under Peyton Varney from Naughty Dog. Over the course of 10 weeks, I designed, modeled, sculpted, UV unwrapped, made both hand-painted and procedural textures using Substance, implemented assets into Unreal Engine 4, created shaders, and lit the scene. I learned a lot and thoroughly enjoyed the process of making this piece. In this page, I will include some photos of the process.

Design, Iteration and Planning

I gathered plenty of references and continued adding them as needed throughout my process. I also organized my assets into an excel sheet to keep track of progress.

Modeling

My workflow involved creating a modeling kit out of assets that could be repeated and sculpting unique assets in Zbrush such as the large mushrooms. I used Substance Painter to bake high poly sculpts onto low poly models to create more detail.

Trees were created with a model for the trunk and branches and cards for the leaves. The grass was also created with cards and painted on with a foliage brush in Unreal.

Surfacing

I created a Substance Designer Material for the grass and dirt in order to tile them procedurally throughout the cene. Other assets used unique hand painted textures, such as the mushrooms. I was able to reuse the same wood texture by saving it as a material in Substance painter and baking it onto individual assets.

Lighting

I worked on lighting from the early stages of the layout up until the final stages of the project. Here you can see the lighting develop as I add in assets and textures throughout the process.

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