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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

  • 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.

  • I made individual parts such as fences, corners, pillars and walls which I used with modifiers such as Arrays, mirror etc.

  • Final model was used as a basis whitebox in unreal to test with other enviromental assets.

  • I started early modeling rocks, trees and made textures for both trees and grass to implement for testing.  

  • Working from the base model, I broke it into more manageable parts, making it semi-modular.

  • I made key parts which I knew needed more attention, and made sure to bring extra detail to them.

  • I made a "kit" for the modular parts, and began UV mapping them in Blender.

  • A seperate kit was made for special objects or larger scale objects.

  • I allso made sure to whitebox other models I wanted to use, such as the lanterns, torii gate and more. 

SUBSTANCE DESIGNER

  • I worked in Substance designer to make materials for this piece.

  • I wanted to aim for simplicity, with strong features in the texture, developing a look with charm and more colorful features. 

  • With for instance the wood material, I used a combination of splatter nodes, melding them to get more variation of grains.

  • For color I made the gradiant maps more blotchy, to get the uneven color features, which turned out great.

  • 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

  • I used substance painter to apply most of my materials. 

  • 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.

  • I used Zbrush for some objects. Mainly for rocks, and details on the wood.

SUBSTANCE PAINTER

  • The scene was composed in Unreal using the whitebox model from blender.

  • I made a small scene in unreal, deciding to focus on much more confined space

  • I used simmilar techniques for grass, trees and bushes.

  • I made a bare-bone scene with only the temple and stones, then added test trees for enviromental testing

  • 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.

  • 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. 

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