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TSUMAGO-JUKU

My second major project within Unreal Engine 4. This piece was used to better learn environment modularity, as well as basic VFX and blueprints. The original scope of the project was much smaller and modern in design, but soon grew to become a larger contained map with cyberpunk elements.

Reference

My references were based off a specific town within Tsumago-Juku, Japan. As my scene started to grow in scope, I started to search for other images for color palettes, props, and other cyberpunk style ideas.

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Original Blockout

This was my original blockout for the scene. It was much smaller and focused on a very specific street composition that I ultimately decided to scrap. I felt that this composition was too small in scope and decided to push myself into building a bigger scene with more visual and narrative appeal.

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Expanded Blockout

I ended up with an extended street scene of the original blockout with differing ground levels and building heights to give the scene more depth. I had originally wanted to have the street wind around at the end, but opted for a shrine to allow me to add more objects of interest.

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Basic Lighting Setup

The release of Unreal Engine 4.27 included dynamic sky and light setups which I decided to play around with and add to my scene. It allowed me to forgo my previous HDRI setup and opt for a more realistic and real-time sky. I also used this opportunity to compose my key street lights for areas of focus and contrast. I also started adding in more props into my scene as I saw fit.

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Prop and Background Setup

At this point, I had originally intended to keep the scene modern and true to its present day location. I had previously played a game called The Ascent, and was so impressed by the worldbuilding that I wanted to try to add some of that feeling to this scene. I decided to add cyberpunk elements to show a contrast between a high tech cityscape and a slowly modernizing historic street.

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Substance Designer

I used Substance Designer to create all of my skyscraper materials. I used an emissive mask on the window lights with the intention to vertex paint different light values on the buildings.

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Material Blueprints

My Speedtree was originally going to be a live tree in the middle of the shrine. In trying to figure out what to add in terms of futuristic props, I thought it would be more interesting and relevant to turn the tree into a hologram to add even more cyberpunk into the scene. This blueprint allowed me to add more holographic objects into my scene for a more futuristic and Blade-Runner style feeling.

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Putting it Together

Here I started using vertex painting, materials, and blend materials to put the scene together.

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Finishing Touches + VFX

Here, I started adding decals, along with VFX effects such as rain, scrolling LEDs, holograms, and media decals. My references also had vines growing on buildings, so I emulated those vines best as I could without having it overtake too much of my composition.

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Post

I used Unreal Engine Post Processing and LUTs to add more vibrant colors and contrast to the scene. After, I used some basic compositing with Photoshop and Adobe After Effects for some final touches to add this piece to my portfolio.

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Gallery
Reference
Blocking Out
Props + Lighting
Substance Designer
Mats + Vertical Painting
VFX
Post
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