Temple Above the Clouds - UE5

For this project, I wanted to make a challenging 3D environment in Unreal Engine using high to low poly workflow while also exploring new tools like Speedtree. I was deeply inspired Muyang Xu's concept art "Practice," and wanted to make an environment based off of the beautiful artwork. I wanted to explore stylized realism, so the assets are more realistic leaning but with a hint of stylization. I am responsible for modeling, texturing, materials, and lighting all assets in the scene. This is still a work in progress as I plan to continue tweaking and improving it for the Rookies, so I would love to hear any feedback for further improving the piece. Thank you!

For full credits of the FX I used, and the image samples I used to make my textures, please watch the video till the end!

Please also find the original concept art by Muyang Xu here:
https://www.artstation.com/artwork/L9bA5

Here's the fly-through of the environment.

Here are the stills of the environment.

Here are the stills of the environment.

To start off, I made a reference board with pictures of real life objects I wanted to make. I also planned out the modular parts I needed to make.

To start off, I made a reference board with pictures of real life objects I wanted to make. I also planned out the modular parts I needed to make.

I blocked out the environment and did a quick paintover.

I blocked out the environment and did a quick paintover.

I did a lot of sculpting using Zbrush then Zremeshed to make them low poly models. Then I used substance painter to make all the details into the low poly models.

I did a lot of sculpting using Zbrush then Zremeshed to make them low poly models. Then I used substance painter to make all the details into the low poly models.

I really wanted to get more comfortable with this workflow and at the end, I really enjoyed using Zbrush.

I really wanted to get more comfortable with this workflow and at the end, I really enjoyed using Zbrush.

I also modeled my modular parts but in Maya, and I made some assets like the cherry blossom petal piles and the ropes/tassles using foliage cards.

I also modeled my modular parts but in Maya, and I made some assets like the cherry blossom petal piles and the ropes/tassles using foliage cards.

For texturing, I found lots of image samples on Adobe Stock which I edited, painted over, and made seamless. I also made foliage cards that I could use.

For texturing, I found lots of image samples on Adobe Stock which I edited, painted over, and made seamless. I also made foliage cards that I could use.

For the cliffs, I wanted to make the material procedural so that I could rotate and scale it to my liking. I found a really helpful tutorial on youtube. I made many instances of this material for rocks and other assets.

For the cliffs, I wanted to make the material procedural so that I could rotate and scale it to my liking. I found a really helpful tutorial on youtube. I made many instances of this material for rocks and other assets.

These are all the foliage I made using speed tree!

These are all the foliage I made using speed tree!