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Blood of the Damned

This project was a collaboration piece with a good friend of mine, Monyé Ford, that resulted from my interest in learning the Unreal Engine texturing workflow and her desire to create a full game environment. 

 

This was all achieved within a 10 week period.

Responsibilities: Concept art, Look development, UVs, material creation, texturing

Programs Used: Maya, Substance Painter, Substance Designer, Adobe Photoshop, Adobe Illustrator, Unreal Engine

Feel free to check out our blog where we chronicled our progress twice a week.

Concepting

Witch Doctor Hut

          As Monyé finished up modelling an asset in Maya, I would then go into the scene to optimize the outliner and organize the geometry into proper groups before moving on to create the UVs and textures.

          I created both the thatched roof material and the chipped adobe wall material using Substance Designer. In order for the thatched roof material to look natural and bushy, I exported the UV wireframes of the roof geometry as .pngs and brought them into Adobe Photoshop to paint some opacity maps.

Watchtower

          The entire watchtower was textured in Substance Painter. The deer hide roof panels were especially fun to make. To start the process, I applied an animal fur generator to get the height information and then hand-painted on the brown shades and white spots using a few different blended paint layers. For the ends of the logs, I took a picture of the tree rings on a fallen tree in my back yard, cleaned it up in photoshop, and projected the height and color information onto the geometry.

Watchtower

Final Piece

Final

CONTACT

© 2025 by Brianna Vigna.

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