
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.







