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Sacred Forest

A stylized forest shrine developed end to end through modeling, procedural materials, foliage, lighting, effects, and engine assembly.

Role
Environment / Technical Artist
Year
2026
Stack
Unreal EngineEnvironment ArtSubstanceMaya / Python
Sacred Forest cover
Stylized shrineProcedural and painted texturesFoliage, blending, and tooling

Project brief

At a glance
01Design goal
Translate a stylized concept into a cohesive realtime environment supported by consistent materials, foliage, lighting, and effects.
02What I owned
Environment production and technical art: modeling, sculpting, texturing, foliage, lighting, VFX, shader integration, and Python tooling.
03Scope
Individual environment project based on an original concept by En Moroldo.

Delivered

  • Completed the scene end to end, from its hero shrine and procedural materials through foliage, atmosphere, and final assembly.
  • Automated sphere-based vertex-normal transfers to keep stylized foliage lighting consistent across the asset set.

Overview

Sacred Forest is a stylized environment built to carry a consistent visual language from individual assets through the final scene. I handled the modeling, sculpting, texturing, lighting, visual effects, foliage, and engine assembly, using a compact production pipeline across Maya, ZBrush, Substance Painter, Substance Designer, Photoshop, and Unreal Engine.

  • Modeled, sculpted, baked, and textured the shrine as the environment's primary focal point.
  • Created procedural and hand-painted materials, modular foliage, lighting, and atmospheric effects.
  • Built a Maya Python tool to automate vertex-normal transfers for stylized foliage assets.

Why I made this

Before I focused on technical design, most of my training was in 3D art. Sacred Forest is the clearest example of that background. I built the scene from the main shrine outward, then wrote a tool when the foliage workflow became repetitive.

Media

Full walkthrough of the Sacred Forest environment.
01

01 / Focal asset

Stylized shrine

The shrine anchors the composition and establishes the environment's shape language. Its low-poly structure was modeled in Maya, then taken into ZBrush for a high-poly sculpting pass before being baked and textured in Substance Painter.

Detail and grunge information was condensed into packed texture maps and combined through reusable material functions. This kept the asset flexible in-engine while reducing the number of separate textures and material operations needed for the final result.

Final textured shrine shown from its open and closed sides.
The shrine's front-facing modeled and sculpted forms before the final texture and material pass.
02

02 / Surface language

Procedural and painted textures

The environment's stylized surfaces were generated procedurally in Substance Designer, then adjusted in ZBrush and Photoshop where more authored control was needed. Building the materials from shared shape and wear principles helped the shrine, rocks, terrain, and foliage sit within the same visual treatment.

The cracked stone and wood materials were built around broad, readable surface forms that hold up at environment scale. Their shared procedural approach made it easier to maintain a consistent level of wear and stylization across the scene.

Procedural stone forms developed in Substance Designer.
Procedural wood and bark forms developed in Substance Designer.
03

03 / Scene integration

Foliage, blending, and tooling

Foliage was assembled from lightweight cards using a hand-painted texture atlas. In Unreal Engine, Runtime Virtual Texture data samples the landscape color and feeds it into the foliage material, helping plants blend into the terrain instead of reading as disconnected assets.

Bushes and other fuller forms use vertex normals transferred from a sphere to produce softer, more cohesive lighting. I built a Python utility in Maya to automate that transfer workflow, reducing a repetitive asset-preparation step and keeping the treatment consistent across the foliage set.

The foliage set combines modeled stems and leaves with lightweight flower and ground-cover cards.
The Stylize Normals Toolkit previews and applies controlled vertex normals across selected foliage assets.

Related gallery work

Visuals and production studies.

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Stylized shrine hero render

Stylized Shrine

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Sacred Forest final environment render

Sacred Forest

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Stylize Normals Toolkit interface and production features

Stylize Normals Toolkit

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