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The Eyrie, The Moon Door.

I’m a big fan of Game of Thrones and always wanted to explore it in a game. The Moon Door stood out to me, so I recreated it as a real-time 3D environment. This was my first time using Unreal Engine and Substance Designer, and I’m happy with the results.

I learned a lot about RGB masking, which helped me quickly texture multiple assets and blend materials to create variations efficiently. I also explored modular workflows, realizing their importance in building large environments.

I was responsible for all aspects of this project. Every asset was made by me using Maya and ZBrush. All materials except the Damaged Wall Plaster from Quixel Megascan were created in Substance Designer and Substance Painter. I got the mural images from Pinterest and created decals using them.

I would really like to thank my mentors who guided me throughout this process. Their feedback and insights were invaluable in helping me grow. Special thanks to Ret Kritzon and Sasha Honcharova I learned a lot from her posts on The Rookies and 80 Level based on her 'Abandoned Church' artwork. I’m also grateful to Kshitija Kulkarni for her constant feedback.

These are the main RGB masking shaders setup in ue5 that I created for this project.

First Shader: Blends metal, dust, and rust with a custom normal map.
Second Shader: Blends a withered stone material with dust.

These are the main RGB masking shaders setup in ue5 that I created for this project.

First Shader: Blends metal, dust, and rust with a custom normal map.
Second Shader: Blends a withered stone material with dust.

I created a vertex blend shader where I blended terracotta tile material and stucco material together to achieve a unique surface texture for this project.

I created a vertex blend shader where I blended terracotta tile material and stucco material together to achieve a unique surface texture for this project.

Before finalizing the materials and textures for the floor, I first developed a proof of concept to ensure everything functioned as expected. This approach helped me avoid potential issues and saved time

Before finalizing the materials and textures for the floor, I first developed a proof of concept to ensure everything functioned as expected. This approach helped me avoid potential issues and saved time

Final

Final

In House of the Dragon Season 1's trailer, there were captivating visuals of blood flowing through the cracks of architecture. I absolutely loved that detail and aimed to recreate a similar effect in my project.

In House of the Dragon Season 1's trailer, there were captivating visuals of blood flowing through the cracks of architecture. I absolutely loved that detail and aimed to recreate a similar effect in my project.

To achieve this effect in UE5, I created it as a decal. In Maya, I took a UV snapshot of my floor asset and used it as an alpha in Substance Painter to paint the blood streams.

To achieve this effect in UE5, I created it as a decal. In Maya, I took a UV snapshot of my floor asset and used it as an alpha in Substance Painter to paint the blood streams.

Storytelling is key to meaningful scenes, so I depicted a fierce battle where one person’s weapon pierced through a shield. Blood stains and a fallen candle stand enhance the narrative.

Storytelling is key to meaningful scenes, so I depicted a fierce battle where one person’s weapon pierced through a shield. Blood stains and a fallen candle stand enhance the narrative.

References.

References.

Progress video