
Japanese shrine Project
Sakura blossoms in the snow, lit by the Rising Sun. This scene was created using a combination of tools. The initial model was developed in Blender, then textured and detailed in Substance Painter. The environment was set up in Unreal Engine 5.3, with trees created using SpeedTree and Niagara effects inside the unreal engine for snow and petals. The scene was then rendered in UE5 using the ACES colour space and finally colour-graded in DaVinci Resolve.
Reference Gathering:
Collected various references on Japanese culture and shrines.
Studied the references and found a blueprint of a sample shrine.
Model Tracing:
Traced the blueprint using a single vertex.
Built the model by extruding and filling vertices to create a mesh.
Used tracing and knife cut techniques for modeling the shrine.
Modeling:
Applied necessary modifiers to different parts of the model.
UV Mapping:
Did UV mapping using smart UV project.
Adjusted the margin island value for optimal results.
Mesh Conversion:
Converted different parts of the model into meshes.
Fixed the normals.
Texturing:
Exported the model as FBX and imported it into Substance Painter.
Used resources from AmbientCG and Poly Haven and built-in tools of Substance Painter for texturing.
Next Steps:
Plan to bring the textured model into Unreal Engine to continue building the environment.
Note: This project is a work in progress.
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