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Witch Hut

Initial planning and references

Initial planning and references

Process of the foilage and vertex paint

Process of the foilage and vertex paint

Process of the hut, VFX, moss material instance, and height change using the modelling mode in Unreal

Process of the hut, VFX, moss material instance, and height change using the modelling mode in Unreal

For my final project at Escape Studios, I was tasked with creating an environment using established knowledge and experience gained from my lessons. I decided to make a witch hut in the middle of a forest as it made me explore a more naturalistic scene. I experienced challenges during the initial stages of the project and had to cut aspects of the project, that either didn't make sense, or would take too much time to make it look authentic enough. This included having large mushrooms spread around the opening of the forest, which needed a lot of detail for them to look believable.

What really made the environment stand out in my opinion is the lighting. I'm very satisfied with how the lighting came out. I used spotlights to highlight the hut, rocks and logs, and using contrasting colours of warm yellow, coming off my fire torches with the harsh cool tone from the moonlight, a technique that I had mastered in other projects.

I also utilised material instances, which allowed me to alter and change the materials, without relying on another software. It helped with optimisation

Overall, whilst I'm satisfied with the quality of the environment, I feel like there is still detail I can add to make it look more interesting. I also feel like the enviroment could benefit with more context for the witch hut, to make it more believable. This includes, having more roughness variation, pools of water, potentially thicker fog, and a cauldron which is spewing potion. I planning an updated version in the future.

Please feel free to provide feedback in the comments, regarding the portfolio or the environment itself. It would benefit me greatly!
Thanks!