Whilst researching and exploring the Quixel community and news page, I found something that really stood out to me. Therefore, I undertook some research and this is what I found…
Japanese shrine by Tomáš Březík
Japanese shrine
I was recently very fascinated by Japanese architecture. After looking back at the last ArtStation challenge I got really inspired to create an environment with the Japanese theme. I started with a concept by Mengxuan Li. After doing the block out of the main palace I decided to place a small shrine behind it and got very fascinated with it. I decided to get rid of the big palace and only use the small shrine to make a peaceful sanctuary in the woods. I really enjoyed working on this project and fell in love with Japanese architecture.
He was inspired by the artist Mengxuan Li on ArtStation, here is some of his work:
What it is? What did they do and why?
Student Tomáš Březík created a scene in UE4 inspired by Japanese architecture and nature. This beautiful scene was created in his free time, as he wanted to challenge himself and create something based on his interests and fascinations.
What exactly will you learn from it?
As this source is just presenting the work he has created and the final output rather than showing the process throughout and how he created it, I cannot learn the actual process from this project. But I can see how real-life architecture and work from artists have inspired his work and how it has been reflected in his final output. He has also included a video sequence featuring different angles exploring the scene, as well as rendered images of the scene.
How it will help you with your intent and desired output?
It will help with my intent and output as I can use this as inspiration and something to work towards, as the quality is outstanding and it looks aesthetically appealing, which I can try to incorporate into my projects.
What it does well?
This scene is truly stunning, the use of lighting, architecture and natural assets, gives so much depth and creates a mystical and enchanting effect. He also includes screenshots of the development process and how it has been developed:
Where it falls short?
It may have been beneficial if the artist explained the process in a bit more depth.
Which specifics can I take into a production project and how?
From this project, I can take the inspiration for the general mood/ aesthetic which it creates, as it stands out in a crowd due to the magical and unique architecture and culture/ story which is represented through the scene.
How it measures up against industry use of the tool/skill?
Tomáš shows great professional skills and experience in this project due to the impressive output and he is featured on many websites such as Quixel best artists.
I will continue to research different case studies/ project break-downs, so that I can have a better understanding of the process, as well as exploring this process myself.
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