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Hogwarts Legacy Fan Art - Materials PART II

This project is a continuation of a study I began after completing Hogwarts Legacy, inspired by the game’s art style. You can check out Part I of my Hogwarts Legacy Materials fan art project here 😊

https://www.artstation.com/artwork/8B8ZgO

This project focuses on a material-based environment workflow, starting with a procedural material in Substance Designer and evolving into a trim sheet–based modular system.

The goal was to achieve a consistent visual style while remaining performance-friendly for real-time rendering. In Unreal Engine, the materials were optimized and translated into geometry using a height map–driven polygon approach, adding depth while keeping the setup clean and efficient.

Rather than creating a purely technical scene, the materials were placed within an environment designed to support storytelling and atmosphere, with lighting and composition inspired by the academic and magical feel of Hogwarts interiors.

This work was created as a personal fan art project for educational and portfolio purposes and is not affiliated with or endorsed by Warner Bros. or Avalanche Software.

I created the model in Blender. During the iteration process, I generated Color ID and Height maps using the Grabdoc add-on. I prepared the large-scale masking workflow in Substance Designer using the Color ID.

I created the model in Blender. During the iteration process, I generated Color ID and Height maps using the Grabdoc add-on. I prepared the large-scale masking workflow in Substance Designer using the Color ID.

I sped up my vegetation workflow by creating leaf and branch atlases from close-up iPhone 16 Pro photos in Photoshop, then building the material in Substance Designer using procedural nodes.

I sped up my vegetation workflow by creating leaf and branch atlases from close-up iPhone 16 Pro photos in Photoshop, then building the material in Substance Designer using procedural nodes.

I created the low-poly version by retopologizing the high-poly Chesterfield model using TopoGun, baked the maps in Marmoset Toolbag, and textured the model in Substance Painter.

I created the low-poly version by retopologizing the high-poly Chesterfield model using TopoGun, baked the maps in Marmoset Toolbag, and textured the model in Substance Painter.

I used the assets I modeled in Blender, converted them into alpha maps in Photoshop, and imported them into Substance Designer as height maps.

I used the assets I modeled in Blender, converted them into alpha maps in Photoshop, and imported them into Substance Designer as height maps.

Base Color

Roughness

Metallic

Referance Chart

Referance Chart