Website powered by

Textures and lighting adjustments

Work In Progress / 10 October 2024

Since the last update been adjusting some of the textures and adding some more smaller assets like rocks and walls. Adjusted the lighting and texture saturation to make the shrine pop a little more and the trees a little less. I'm going for an afternoon light to get some more saturated colors specially since the ground is mostly concrete, I reduced the sun intensity a bit and increased the skylight int to get more readability in the shaded areas while still having decent contrast with the direct sunlit elements.

Also some first pass on ground textures for tiles, concrete and gravel. Next I might block out some of the BG street buildings and other stuff and then more smaller props inside the shrine. There is a large temple and other buildings in front of the shrine but for now I'll just focus on this cameras and polish them real good. 

Comments and critique are welcome! 


Lionhead shrine update : Sculpts and lighting

Work In Progress / 04 October 2024

Update time, I've started sculpting elements in the scene, the main lionhead and stone lamps, next I'll start with some wood and working on the ground texture. Later on I'd like to do some custom sculpted trunks for some trees. 


Lion Head Shrine

Work In Progress / 23 September 2024

Here is a preview of my next personal project, found this amazing looking shrine while looking for Japanese reference photos for another project and decided it would be a cool environment /prop project. I've just finished the hp of the main lionhead and next I think I want to start sculpting some details to make it more stylized similar to Wayfinder/Airship Syndicate style. 


VFX and wind movement test

Work In Progress / 23 July 2024

Updated and polished the PCG procedural scattering, adjusted the material to make the leaves a little more stylized and added some falling leaves VFX to match the wind sway WPO. 



Foliage - Japanese park project

Work In Progress / 19 July 2024

For my next personal project I wanted to do something with a lot of foliage as an excuse to practice and improve, also to do something different from my usual urban hard surface environments. It all started from a picture of Hibiya park in Tokyo that I had as a reference for my last project , I liked it so much that I'm using it as main reference for this one. 

I started by making a list and collecting references of all the main trees and shrub species in the photograph and around the park, modeling individual leaves and branches and baking the hp on top of a plane to make 3 foliage atlases in substance painter. 


Neo Tokyo adding signs

Work In Progress / 05 May 2024

Slowly making progress with this scene, for the latest update I mada a sings and symbols texture and started adding some detail and color to the scene. Should have some extra time to work on it as my current freelance project is on hold for a while so hopefully now I can finally finish this scene.



Cyberpunk Neotokyo update

Work In Progress / 09 March 2024
Another update, finally starting to like the look of the scene, redid the lighting, and starting to add more details, I'll try not to add to many more large props and just polish and add detail to the ones I already have, and then focus on middle and small details. And then do a detail pass with the normal trim decals to and a layer of fine detail. 


Neo Tokyo / Blockout 1.0

Work In Progress / 27 November 2023

Making some progress on my new environment personal project, missed the Artstation challenge but I really like the concept I did for it so I'll keep working on it and posting progress over here, for now here is the blockout. 



PCG Procedural environment studies UE5 - Stylized beach env

General / 18 August 2023

This week I went back to my experiments with PCG procedural environments with the latest version of Unreal 5.3 preview, after a lot of trial and error I managed to get this environment to work (I would recommend still using 5.2 for PCG) It's a lot of fun how easy an quickly you can create environments once you put in the work to properly setup the PCG graph, for this one as an improvement to my older experiments I added landscape sampling so now I can sample the landscape material and spawn meshes according to that, in this case I scattered small rocks everywhere but the foliage is limited to the dry sand and grass landscape textures. Can't wait to see what new things they will add in the next release. 

For this scene I used the assets from my stylized tropical beach asset pack: https://www.unrealengine.com/marketplace/en-US/product/stylized-beach-environment/

Video:   https://vimeo.com/user133212605


PCG procedural desert environment

General / 07 July 2023

More fun tests with procedural environments in UE5.2 now testing PCG with my desert environment (available on the unreal marketplace).