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Deluded: Ongoing Game Project
A series of stylistic environments and modular assets all created by myself.
1. Floating Island
2. Lava Zone
Tools: Maya, Blender, Zbrush, Substance Painter, Substance Designer, Photoshop, Marmoset Toolbag, Unity
Scene: Floating Islands (Work in Progress)
ISLAND 4 - Mushroom Village
In-Unity Screenshots
This island is home to a vibrant community of fantasy villagers, where the landscape is dotted with whimsical mushroom-shaped buildings brimming with life. I designed the main housing structures as purple mushrooms, each glowing with a soft yellow underlight to give them an enchanting atmosphere. The mushroom jail stands apart, marked by a distinct blue overtone and a cool blue underglow, setting it apart from the rest of the village’s colorful dwellings.

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Mushroom Jail Closeup
After created the base shape, I did a rough paintover in Photoshop to determine the decorative elements that I will add upon the base model. This final model (with vines, chains, leaves, mushrooms) is < 50k tris.

Jail Paint Over Without Lights

Jail Paint Over with Lights
Photoshop Paintover without lighting & with lighting preview

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Before paintover & In process of refining the models

In game screenshot
In game screenshot of the final result
Modular Assets
ROCKS - Large Rocks (most detailed) x 5, Regular Rocks x7, Small Rocks x3 | in total 1.4k tris

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Desktop

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FLOWERS AND MUSHROOMS. used texture atlas | in total 6.8k tris

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Rock Stairs | in total 0.4k

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Logs and Planks | in total 0.8k

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Village Props: chair, armchair, table, picnic table, stool, streetlamp, mailbox, watering can, basket, pots

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Screenshot 2025-01-23 005230

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The empty uv space in this image will be filled up later when I added more assets to the scene
Flower Plants x9 | All handpainted in Photoshop

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M_Flowers_Base_Color
Some other assets that needs to have transparency is also included in this uv map, such as the broom, and the bird nest.

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Ivy and Moss. I created the moss in Substance Designer. | Handpainted the ivy leaves in Photoshop
I created both ivy and moss with geometry nodes in Blender.

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AN OVERVIEW OF PREFABS FROM THE MODULAR ASSETS

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Individual Mushroom Building Sets
An overview of the four mushroom building sets I've created for the village.

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Floating Islands (Older work, will polish later)
In-Unity Screenshots
This scene is mean to be toon shader, childhood-like, cute and dreamy. So I create hand-painted train stations and cute creatures and mushroom houses for that vibe.

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Bridge

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Rock Debris

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The ropebridge is created in blender with geometry nodes. I then customize it to fit different height and distance of the floating islands.
Train
I created a simple fracture simulation in blender and used the result as the floating rocks. They varies in size and shape and are ideal for being the debris.

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Train Station
The model is created in Maya, I then export to Blender for ivy generator

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Screenshot 2023-11-20 152305
Butterflies
Modeled in Maya and Zbrush with stylistic design, then handpainted in substance painter
rig and animation to be added

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Jellyfishes
Modeled in Maya and Zbrush with stylistic design, then handpainted in substance painter
rig and animation to be added

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Catepillar
Modeled in Maya and Zbrush with stylistic design, then handpainted in substance painter
rig and animation to be added

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Islands
The old island model:

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I created the old island model 2 years ago. Last summer I figured the islands have room for improvement, so I created a second version of them and implemented into the game.

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Compare old model (left) with new model (right) in Zbrush

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Old floating island sets (left) vs new floating island sets (right)
The landscape is created by Unity terrain, portals in Maya and vfxs using Unity visual effect graph.
Scene: Lava

Lava Zone

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