UE5 Environment Work In Progress - Inspired By Gabriel Nagypal's Spellbound Dormitory

This work in progress environment is inspired by Gabriel Nagypal’s beautiful concept art “Spellbound Dormitory.”
With Gabriel’s kind permission, I’m planning to bring this piece to life in 3D.

I’m responsible for modeling, texturing, look development, and lighting.

To view the original concept art, please visit:
https://www.artstation.com/artwork/nJqgJ6
Artist: Gabriel Nagypal
Art: Spellbound Dormitory
A huge thank you again to Gabriel Nagypal for allowing me to base my 3D project off of his incredible concept art!

For the background, I used image planes of houses to fake the illusion of a town. Here are the images I used.
Adobe Stock Image Credits:
-Old fantasy buildings 3D illustration By warpaintcobra
-Three fantasy buildings 3D illustrations By warpaintcobra
-stone tower By Ifdal
-set of white cartoon clouds By Hunia Studio

Here's the model sheet for the work in progress of the main hero asset.

Here's the model sheet for the work in progress of the main hero asset.

This is the painted maps, wireframe, and screenshots from Substance Painter. I utilized generated masks and hand painting to achieve a stylized look inspired by oil painting and Arcane.

This is the painted maps, wireframe, and screenshots from Substance Painter. I utilized generated masks and hand painting to achieve a stylized look inspired by oil painting and Arcane.

These are all the assets I have made for the project.

These are all the assets I have made for the project.

Texturing is one of my favorite parts of the pipeline, so here's some screenshots of the texturing I did for all the assets I made! They're not perfect because of the time constraints but I plan to keep refining the textures and materials.

Texturing is one of my favorite parts of the pipeline, so here's some screenshots of the texturing I did for all the assets I made! They're not perfect because of the time constraints but I plan to keep refining the textures and materials.

For the floor, I found a really nice substance designer tutorial that was really helpful.

For the floor, I found a really nice substance designer tutorial that was really helpful.

Here's the substance designer floor textures in UE

Here's the substance designer floor textures in UE

To fake the world beyond the windows, I used planes with images of houses and cranked up the atmospheric fog to convey the depth of the world.

To fake the world beyond the windows, I used planes with images of houses and cranked up the atmospheric fog to convey the depth of the world.

I compiled my project progression into this short video. I'm not done yet and I have more plans for this environment, so please stay tuned!

This is the original concept art, "Spellbound Dormitory" by Gabriel Nagypal.

This is the original concept art, "Spellbound Dormitory" by Gabriel Nagypal.