For the shrine, I used a trim sheet to texture it. This allowed me to keep more model detail with out sacrificing on texel density.
I started off by looking at my references and breaking it down into different materials that I'll need for my trim sheet.
I used color folder in Photoshop to stay organized.
I then take the colors I used in the break down and start allocating them to a texture sheet.
At this point, I am making sure that the higher priority areas or the most used materials are getting the pixel resolution they need.
After that, I do a quick uv of the model and bring both the model and 2 planes into Substance Painter.
I like having the model in the scene because it allows me to see what it'll look like as I'm texturing.
Base Color
I took the roughness/ AO / And Metallic maps and combined them into a Detail map.
Normal Map
After I was done texturing, I brought the shrine into Unreal and then exported it. This way I could get the auto light map on the second uv channel. From there, I could bake a AO and multiply it to the trim sheets AO.
After that, I wanted to mess around with vertex colors and I thought this would be an opportune time to do so. I used the vertex color to add some color variation between the planks.
And here's a breakdown of the shrine for the ID and the Vertex Color.
Hello, this is an environment project I have been working on for a few months. I was initially inspired by an illustration by ta-ma-ky, but after some reference gathering, I then was heavily inspired by the Kamishikimi Kumano Shrine. I wanted to take on this project to learn foliage and terrain. For the terrain, I started in World Machine then brought it over and sculpted it in Unreal. For the foliage, I either used Speedtree or Zbrush to make the clusters then assembled the foliage in Speedtree.