Cozy Japanese Alley - Unreal Engine Environment Study
Hero shot of the Japanese Cozy Alley scene.
A real time render sequence of the scene.
The collection of modular props created for the scene.
The Packed Level Actors of the buildings created for the scene.
A closeup of the Vending Machine prop, with a demonstration of the RGB color mask in-engine with a color variant.
A look at the configuration options of the Master Material on the Vending Machine props.
A high level look at the Master Material, which supported RGB Masking and multiple texture layering.
The ORM Material function, which supports the ability to use both packed and unpacked textures.
A close-up of the Plants and Pottery props created for the scene. I learned a lot about handpainting Subsurface Scattering masks with these assets.
A look at the options for the SSS Plant material.
The Master Material for the Plants, which used the new Substrate Slab with customizable SSS tinting as well as Diffuse tinting.
A series of signage, featuring a custom runic font that I designed as part of a larger fantasy setting.
A look at the Blueprint for the Spline actor. Even though the mesh in this example was simple, the logic can apply to more complex models.
A look at the Camera-Facing Animated Fog Material Graph.
Cozy Japanese Alley - Unreal Engine Environment Study
As part of my ongoing development in Unreal Engine, I created this Cozy Japanese Alley scene to gain more experience creating stylized environments. This went through several iterations over the course of 4 weeks. I learned so much in the way of technical artistic skills through this project - creating a master material that supported modular color tinting, vertex paint, displacement, and secondary UV texture blending! I created a Spline Actor for the hanging cable - my first, and also world-positioned fog cards that allowed for deliberate placement of volumetric effects.