SINDRE LIE
3D GENERALIST AND ENVIRONMENT ARTIST

CONCEPT
This project was made in unreal and draws inspiration from the shinto temples in Japan. My goal with this project was to create a temple and the surrounding enviroments in Unreal.
I wanted to create vibrant nature, with assets that melded well with the center piece of the temple.
MODELING
This temple was made in blender, primarly using a variation of hard surface modeling techinques and arrays.
Process
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Working in Blender, I used a whitebox model to get the general shape of the temple. Working to make a "platonic" version of the temple.
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I made individual parts such as fences, corners, pillars and walls which I used with modifiers such as Arrays, mirror etc.
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Final model was used as a basis whitebox in unreal to test with other enviromental assets.
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I started early modeling rocks, trees and made textures for both trees and grass to implement for testing.
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Working from the base model, I broke it into more manageable parts, making it semi-modular.
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I made key parts which I knew needed more attention, and made sure to bring extra detail to them.
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I made a "kit" for the modular parts, and began UV mapping them in Blender.
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A seperate kit was made for special objects or larger scale objects.
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I allso made sure to whitebox other models I wanted to use, such as the lanterns, torii gate and more.
SUBSTANCE DESIGNER
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I worked in Substance designer to make materials for this piece.
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I wanted to aim for simplicity, with strong features in the texture, developing a look with charm and more colorful features.
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With for instance the wood material, I used a combination of splatter nodes, melding them to get more variation of grains.
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For color I made the gradiant maps more blotchy, to get the uneven color features, which turned out great.
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I made sure to keep the texture somewhat simple, so that I could make more unique texture on demand when I realized I needed them.
SUBSTANCE PAINTER
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I used substance painter to apply most of my materials.
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I mainly made sure to give certain special objects edge wear, and those that needed more detail I would make a high-res model to bake a slight sculpt pass.
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I used Zbrush for some objects. Mainly for rocks, and details on the wood.
SUBSTANCE PAINTER
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The scene was composed in Unreal using the whitebox model from blender.
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I made a small scene in unreal, deciding to focus on much more confined space
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I used simmilar techniques for grass, trees and bushes.
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I made a bare-bone scene with only the temple and stones, then added test trees for enviromental testing
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I started early with lights and testing the look of the scene. Opting for using fog and strong directional light to reach the best feel.
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Lastly when I was happy with the temple, I made a kit of assets I needed to fill the rest of the scene. Mainly stone work, corners, lanterns and the Torii gate.







