Japanese Shrine in the Mist

Asset Breakdown

Asset Breakdown

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.

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 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.

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.

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.

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

Base Color

I took the roughness/ AO / And Metallic maps and combined them into a Detail map.

I took the roughness/ AO / And Metallic maps and combined them into a Detail map.

 Normal 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 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.

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.

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.

Link to ta-ma-ky illustration: https://ta-ma-ky.tumblr.com/post/185711481661/%E9%AC%BC%E4%BA%BA%E5%B9%BB%E7%87%88%E6%8A%84-%E8%91%9B%E9%87%8E%E7%B7%A8-%E6%B0%B4%E6%B3%A1%E3%81%AE%E6%97%A5%E3%80%85-620%E3%81%8B%E3%82%89%E7%99%BA%E5%A3%B2%E3%81%97%E3%81%A6%E3%81%BE%E3%81%99%E9%AC%BC%E4%BA%BA%E5%B9%BB%E7%87%88%E6%8A%84-%E8%91%9B%E9%87%8E%E7%B7%A8