The house asset was modeled in Blender and textured in Substance Painter.
Most of the materials on the building were created from scratch, focusing on learning and applying fundamental texturing workflows such as edge wear, dirt buildup, and material layering.
The environment was assembled in Unreal Engine.
Procedural Content Generation (PCG) tools were used to create a flexible system for scattering vegetation, adjusting object placement, and generating paths, allowing for fast iteration and non-destructive changes during scene development.
The final images were rendered using Unreal Engine’s Path Tracer.