Temple of the Pegasus - indoor game environment

Ceiling constellations with highlighted constellation of the Pegasus; 
Texture maps for marble materials - a marble brick wall material and a variation without the bricks to use for other assets (such as columns or ceiling)

Ceiling constellations with highlighted constellation of the Pegasus;
Texture maps for marble materials - a marble brick wall material and a variation without the bricks to use for other assets (such as columns or ceiling)

Texture maps for gold materials. I also made a blue variation of this gold material by adjusting a few parameters. At the end of the base color and roughness parts of the graph I added HSL and Levels nodes, so I can easily adjust the color and roughness.

Texture maps for gold materials. I also made a blue variation of this gold material by adjusting a few parameters. At the end of the base color and roughness parts of the graph I added HSL and Levels nodes, so I can easily adjust the color and roughness.

Close-up of pillows and fabric texture; 
Texture maps for fabric material. I drew the pegasus alpha map outside of Substance Designer and later imported it to my graph. I drew it inspired by horse drawings from ancient greek art.

Close-up of pillows and fabric texture;
Texture maps for fabric material. I drew the pegasus alpha map outside of Substance Designer and later imported it to my graph. I drew it inspired by horse drawings from ancient greek art.

Close-up of vases and ceramics texture; 
Texture maps for ceramics. The colour variations I made by exposing some parameters in the graph and adjusting the values directly in the engine through the Substance plugin for UE5.

Close-up of vases and ceramics texture;
Texture maps for ceramics. The colour variations I made by exposing some parameters in the graph and adjusting the values directly in the engine through the Substance plugin for UE5.

Overview of all the 3D assets I created for this indoor environment

Overview of all the 3D assets I created for this indoor environment

Work in progress screenshots and early lightning exploration

Work in progress screenshots and early lightning exploration

Overview of the material graphs from Substance Designer

Overview of the material graphs from Substance Designer

Temple of the Pegasus - indoor game environment

This indoor game environment was created for a university assignment. It’s a temple inspired by the mythical Pegasus, built using modular assets for flexibility and optimized for performance.

I modeled everything in Maya, created tileable textures in Substance Designer, and added unique details with Substance Painter. Then, I assembled the scene in Unreal Engine 5, where I also made a custom water shader and fire VFX to bring the atmosphere to life. Some assets include LODs and custom colliders to make them more suitable for gameplay.

It was my first time working with tileable textures and Substance Designer. I learned so much during the process, from the basics of node-based workflows to creating patterns and details that fit my vision.

The environment was inspired by the vibrant stylised art style and mythological setting of Ubisoft’s Immortals Fenyx Rising.