Artstation Challenge
Dragon Rise
This is my entry for the Artstation Challenge: Dragon's Rise! I chose the fantastic concept by Florian Coudray.
I aimed to match Florian’s concept as closely as possible, adding extra details where needed to enhance the scene. To streamline my workflow, I created a post-processing material that overlaid the concept art in the Unreal viewport, allowing me to toggle between my scene and the concept for quick, accurate comparisons.
As with previous projects, Houdini served as my core tool for procedural modelling and UV generation. I developed procedural tools to create trees, ivy, and foliage scattering directly in UE5.
I also sculpted unique high-poly assets in ZBrush. For texturing, I created three tileable materials in Substance Designer for broad reuse, and used Substance Painter with a custom stylized smart material for unique assets. To achieve a more distinctive look, I customized the fog cards from the Unreal Blueprint demo project, enabling the use of my own stylized fog textures.
You can view more work-in-progress details on my submission page.




Houdini
I used Houdini extensively to work procedurally and non-destructively. This allowed me to iterate quickly through out the project, from prototyping ideas to creating final assets.

