
Learn to build a Japanese shrine environment in Unreal Engine 5 from reference gathering to lighting, texturing with Substance Painter, and Blender-based asset creation with Megascans trees.
Learn to organize and use reference images for a Japanese shrine environment with pure ref, loading assets from Google and Pinterest, keeping references always on top while modeling in Blender.
Model a shrine roof in Blender using a reference image, extruding and merging vertices to build outer and inner roof sections with accurate alignment.
Model the roof for a Japanese shrine in Blender, using a reference image, extruding and merging vertices, adding edge loops and bevels, aligning origins for symmetry in Unreal Engine 5.
Learn to craft shrine details by tracing a reference image, extruding and mirroring geometry, and refining with the knife tool and clipping to achieve clean, symmetrical edges.
Master Blender workflows to add detailed shrine assets: align to reference images, use isolation mode and origin geometry, apply mirror modifier, extrude, and refine with proportional editing.
Learn to build walls by combining pieces, applying boolean modifiers (difference, union, intersection), using a mirror modifier, and refining with edge loops, bevels, and extrudes.
Construct shrine walls by extruding faces, snapping edges, and duplicating parts, then apply the mirror modifier and refine pillars, scale, and thickness for a complete shrine environment.
Model a shrine gate by selecting, duplicating, and extruding parts, align with reference images, and refine with origin setup and mirror modifiers.
Create a shrine gate by modeling from a reference image, using extrusion, clipping, and mirroring, then refine with x-ray view, fill faces, and adjust geometry for a polished result.
Create a shrine box in Unreal Engine by building and detailing a cube-based structure, applying modifiers, extruding faces, and adding crest lighting with reference images.
Create a shrine door with a gold-like front for Unreal Engine 5 shrine environment, using a reference image, extruding and beveling edges, merging vertices, and applying mirror and solidify modifiers.
Enhance your japanese shrine environment in unreal engine 5 by adding detailed geometry using reference images, extrusion, symmetry, and bevel techniques, then refine normals and placement for a cohesive design.
Model a shrine platform and road infrastructure using reference images, mirror modifiers, and origin centering, then extrude, bevel, and solidify for a detailed Unreal Engine 5 shrine.
Build the ground and boundaries for a Japanese shrine scene in Unreal Engine 5, applying modifiers and duplicating pieces, then prepare for unwrapping and separate materials.
Assign materials to form four sets (ground, roof, gold accents) across objects; apply modifiers, convert to mesh, and unwrap with smart UV project using island margins.
Export your Blender model to Substance Painter, fix normals and face orientation with normal modifiers, then bake mesh maps and configure texture settings for a clean texture workflow.
Texture a Japanese shrine environment in Unreal Engine 5 using Substance Painter by importing wood textures, building base materials, applying dust, masks, and metallic accents.
Create a new Unreal Engine 5 project named Japanese shrine visit and set up directional light, skylight, fog, and clouds; import shrine model and textures and configure materials.
Learn to add Megascans trees to a Japanese shrine environment in Unreal Engine 5, exporting and migrating assets, and adjusting wind speed and seasons before placing trees in the scene.
Place trees in Unreal Engine 5 by sculpting a landscape, painting foliage, and adjusting wind, density, and seasonal settings for a dynamic forest environment.
Set up camera, adjust focal length, and frame the shrine scene. Then configure directional lighting, post-processing, exposure, bloom, vignette, color temperature, and fog to achieve an autumn, sunset mood.
Refine a Japanese shrine environment in Unreal Engine 5 by updating ground textures with tiles, maps, and material tweaks, then create an alternate lighting setup with fog and volumetric clouds.
Review final steps by refining camera angles in Unreal Engine 5, increasing focal length for depth of field, and capturing high-quality screenshots, then apply Photoshop tweaks and lighting adjustments.
Hello Everyone and welcome to this new course. In this course, we will go over the entire process of creating this Japanese Shrine environment using Unreal Engine 5, Blender, Substance Painter.
We will go over modelling in Blender, texturing using Substance Painter and setting up the scene, lighting and materials in Unreal Engine 5.
You will get:
1. 23 Full HD video lectures with over 8 hours of content and AUDIO commentary.
2. All the files related to the course including .blend files, unreal project files, substance files, reference images, textures etc.
SOFTWARES USED - (BLENDER, Substance Painter, Unreal Engine 5):
All the modelling will be done in Blender, However, the techniques used are universal and can be replicated in any other 3D modelling package. The materials and textures will be created using Substance Painter. Level art, lighting and composition will be done in Unreal Engine 5.
In this course, you will learn everything you need to know to create the final results that you see in the images and trailers. The same techniques can be applied to almost any type of environment.
This course has over 8 hours of content! (All the videos have audio commentary)
We will go over each and every step in this course together and nothing will be skipped. The course does not have any kind of timelapses so that you can follow every step easily.
We will start by gathering some reference images to gain some initial ideas and the mood for our scene. We will arrange these reference images in a free program called PureRef. After this we will move on to Blender and start modeling our shrine. We will go over the entire process of modelling this from start to finish in Blender only. We will be using reference images to closely create all the details and the ornamental style designs.
After we have modeled all our assets, we will export them to Substance Painter to start with the texturing. We will learn to create high quality and realistic materials and the key features of Substance Painter like Smart Masks, generators, smart materials etc.
After this we will import all our models into Unreal Engine and export the textures from Painter to Unreal Engine. To enhance our scene even further we will make use of the newly introduced Megascans trees that are provided to us for completely free as Unreal Engine users by Quixel. We will learn to use landscape tools, the foliage editing tools to place all these trees in our scene. We will also learn to customize the different settings of these trees like wind, seasons, leaf color, health etc.
The next step would be to setup our lighting and create a mood and atmosphere for our scene. We will make use of the new features of Unreal Engine such as Lumen to get realistic lighting for our scene, next we will set up a post-Processing volume to further enhance the visuals of our scene.
We will end this course by setting up different camera angles, taking high resolution screenshots for our portfolio and setting up a day-time lighting setup for our scene. We are going to learn a lot of things. So, I hope to see you there in the course, thank you.
Who is this course for?
Students that have basic knowledge of modelling, texturing and want to learn how to create environments. Everything in this course would be explained in detailed but some prior knowledge of the software would be helpful.