French Village Diorama
Unreal Engine, Nanite, Maya, Zbrush, Substance Painter, Substance Designer, Speedtree, DaVinci Resolve. 2024.

I worked on a French village Diorama inside Unreal Engine 5. I had 6 weeks to complete the project as part of module 2 at Escape Studios.




I used 2K textures, Lumen, Nanite, and Ray-Traced Shadows. The wall was made up of a set of ArrayMesh’d rocks onto a mortar base, individually sculpted in ZBrush and SubD modelled in Maya. The material was created in Substance Designer with 1 graph for the mortar, and 3 variations of rock material, and brought together in Painter with ID masks generated from Polypaint and further randomised in Designer. The textures for the floor were made in Quixel, and applied onto a plane sculpted directly inside Unreal Engine.





All foliage was built inside Speedtree, except for the grass cards, which were set up in Maya, including transferring Normals.
The remaining props were textured with custom materials in Substance Painter. For the rust and peeling paint, I used anchor masks to layer material damage more efficiently. I also sculpted a notebook which was not unused in the level.
Post-processing included volumetric fog, and a LUT created in DaVinci Resolve.