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Inari Shrine Diorama

This personal project has been in the making over time, developed sporadically during my spare moments to explore a mix of techniques and workflows. 
Inspired by the beauty of Japanese shrines, I set out to capture the peaceful yet mystical atmosphere of an Inari shrine nestled in nature. 
For this piece, I manually sculpted the base of the central tree trunk to achieve detail and character, while using SpeedTree to procedurally generate the tree crown for naturalistic foliage and efficient iteration.
The foliage was a blend of sculpting in ZBrush and generating assets - such as the ivy, in SpeedTree, with final refinements made in Substance Designer. 

Special thanks to my friend and colleague, talented technical artist Filippa Arvidsson, for their help in creating the water shader that brings the scene to life. 
Hope you enjoy!

Breakdown of some of the materials created for this project, rendered in Marmoset Toolbag. The materials were created in Substance Designer

Breakdown of some of the materials created for this project, rendered in Marmoset Toolbag. The materials were created in Substance Designer

Finalized trees in Unreal, Wireframes are triangulated due to the export process

Finalized trees in Unreal, Wireframes are triangulated due to the export process

Finalized foliage in Unreal, Wireframes are triangulated due to the export process

Finalized foliage in Unreal, Wireframes are triangulated due to the export process

Finalized assets in Unreal, Wireframes are triangulated due to the export process

Finalized assets in Unreal, Wireframes are triangulated due to the export process

Finalized assets in Unreal, Wireframes are triangulated due to the export process

Finalized assets in Unreal, Wireframes are triangulated due to the export process

Breakdown of the cherry tree creation process for this project. The tree trunk was sculpted in ZBrush to achieve the twisted shape, while the crown was procedurally generated in SpeedTree for natural foliage and efficient iteration

Breakdown of the cherry tree creation process for this project. The tree trunk was sculpted in ZBrush to achieve the twisted shape, while the crown was procedurally generated in SpeedTree for natural foliage and efficient iteration

High-poly sculpts made in ZBrush for the Inari Shrine project, featuring detailed hero rock, modular pieces, aswell as the hero trunk, and sculpted branches and foliage for tree foliage atlas

High-poly sculpts made in ZBrush for the Inari Shrine project, featuring detailed hero rock, modular pieces, aswell as the hero trunk, and sculpted branches and foliage for tree foliage atlas

I created a vertex paint shader to blend between different material variations made in Substance Designer, a great way to add layers to trim sheets and fast iteration to assets!