A modular Norse hall designed end-to-end in Maya and rendered in Unreal Engine 5.6. The kit is built from trim sheets, so walls, beams and floor pieces can be reassembled into new layouts without remodeling anything — the same approach used on production environment teams.
Custom shaders carry a lot of the detail: world-position-offset materials for cloth and banners, vertex-painted dirt and wear, and hand-built RGB masks that blend several materials per mesh without extra texture sets. The hero axe featured separately on this site sits inside the hall as its focal point.
The surrounding forest and rock formations were scattered using PCG graphs instead of hand placement, which kept iteration fast while still letting me art-direct density and distribution by hand where it mattered.
Worn, rune-carved wood — every plank, every wood, offseted by it's position on the world
The wood trim sheet that drives most of the hall's surfaces — ID map to mask material regions, the carved rune and knotwork variant, the plain plank variant, and the Substance Designer graph that generates both procedurally.