"Buddha Repair" 3D Diorama (UE5)

UE5 Turnaround of the whole diorama. The lighting shifts from daytime to nighttime halfway through the turnaround.

The double UV texturing workflow made it very efficient both time-wise and in-game to break up the redundancy of tiling textures, especially on a large scale, in a good way.

The double UV texturing workflow made it very efficient both time-wise and in-game to break up the redundancy of tiling textures, especially on a large scale, in a good way.

The roof end cap details were done within the double UV texturing workflow using a very basic normals trim sheet.

The roof end cap details were done within the double UV texturing workflow using a very basic normals trim sheet.

The picture I took that served as initial inspiration for the project

The picture I took that served as initial inspiration for the project

My overall reference sheet

My overall reference sheet

GIF of Visualization maps (base color, detail lighting, roughness)

GIF of Visualization maps (base color, detail lighting, roughness)

Complete asset spread of which the entire diorama is comprised

Complete asset spread of which the entire diorama is comprised

Wood plank kit wireframes

Wood plank kit wireframes

Wood plank shader, the main feature of which is its color tinting based on world space position, allowing for heavy reusability in the plank kit.

Wood plank shader, the main feature of which is its color tinting based on world space position, allowing for heavy reusability in the plank kit.

Buddha statue torso retopology. This was the most reattempted (part of an) asset of the entire project. It happened at a point where I became sidetracked my pursuing the lowest polycount for my assets.

Light kit wireframe (back)

Light kit wireframe (back)

Light kit wireframe (front)

Light kit wireframe (front)

"Buddha Repair" 3D Diorama (UE5)

This project is a result of inspiration finding itself in a photo I took in the later part of 2022 while I was working as a pizza delivery driver. The job gave me the opportunity to see many different morsels of life such as this one- a statue in the midst of refurbishment on the street facing side of a Vietnamese Buddhist temple.

Everything was modeled in Maya using a game-ready asset workflow. The wood planks were textured as a kit in Substance Painter, and the statue is textured uniquely as a hero prop with its own 4k maps. All other props and architectural assets were textured using tiling textures and the double UV workflow. Tiling textures were made jointly between Substance Designer & Sampler, the latter program being very useful for turning photos into ready-to use foundations for texture creation.

Further improvements to the scene I see myself doing are things like sculpting and texturing the stone pagoda peak of the overall structure, and swapping the unique textures of the statue for the double UV workflow.