Vincent Letang talked about his UE4 project The Shrine of the Lost Children that embodied Japanese cultural elements from Shinto and Buddhism.
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Introduction
Hi everyone! My name is Vincent Letang. I am 24 years old and I’m an environment artist from Valenciennes, France. I’m specializing in level art. I love to tell stories, communicate strong emotions throughout the environment, and play with the player’s feelings when they discover an area or a panorama. During my studies at Rubika Supinfogame, I realised that I loved to play and experiment in the game engine as well as create environments with a special ambiance. As the first step, I learned to create scenery with Unity.
Currently, I’m finishing the 5th year at my school. The Shrine of the Lost Children is my first UE4 project and I’ll explain step by step how I made this scene. It was a challenge for me. After Unity, I wanted to make a complete environment in Unreal Engine 4 and through this project, I learned how to bake lights in UE4, make props, and shaders.
Next year, I'll be finishing my Master’s Degree.
The Shrine of the Lost Children: Idea and Goals
After my The Last Guardian Fan Art project, I wanted to make a Japanese scene. Since childhood, I've been in love with Japanese culture – the historical legacy, landscapes, and so many artists in various media. However, I have never been to Japan. Perhaps one day, my childhood dream to travel there will come true. This environment is in some ways a fantasy image of what I know about Japan.
The first idea for this scene appeared after playing Sekiro: Shadows Die Twice. At one point, the player was taken by Shimenawa to a divine kingdom (1). This magic instantly reminded me of when I was a kid and discovered Princess Mononoke (2) for the first time. At the same time, I had fallen in love with the visuals of some Buddhas in Sekiro: Shadows Die Twice (3). Why not combine Shinto’s spirits and Buddhist statues in one scene? This is the main question that drove my concept.
Sekiro: Shadows Die Twice concept art (1,3) and Kodama Scene from Princess Mononoke (2):
Shinto and Buddhism in Japan
I did some historical research. This work allows me to bring new ideas and consolidate my concept. I learned how Japanese people approach Shinto and Buddhism – I'll explain it but I still might have made some mistakes. If you note any, please feel free to contact me or write a comment. Shinto is a religion originating in Japan. Its practitioners often regard it as Japan's indigenous religion and as a natural religion. Shinto is polytheistic and based around the spirits and supernatural entities believed to inhabit all things. In this image, we can see the iconic Itsukushima Torii, a Shinto shrine near Hiroshima.
And Buddhism is a religion that encompasses a variety of traditions, beliefs and spiritual practices largely based on original teachings attributed to the Buddha and resulting interpreted philosophies. It originated in ancient India as a Sramana tradition sometime between the 6th and 4th centuries BCE and spread in Japan in 552 C. In the second image, we can see the famous Buddha of Kamakura in Kanagawa, Japan.
From what I have read, Shinto and Buddhism are both practiced in Japan. The principal goal of these two religions is respect for nature and spirits. Also, these religions are based on a search for wisdom. That’s why both of them live together there. The most important fact that I learned is that Shinto is more ancient than Buddhism in Japan. Thanks to that, I got the idea to make an abandoned Buddhist shrine with some spirits inspired by Shinto as if these spirits from the older religion were curious about this sanctuary.
Mixing References
The visuals of the statues of the Buddhist deity Jizo, dressed in bibs by parents who have lost children brought me some ideas. Jizô Bosatsu is a Buddhist divinity dedicated to the protection of travelers and young childrens. He has the mission to help men and souls to cross a passage, complete a journey. In the bereavement, parents' stillborn babies are reliant on Jizô. He helps the infant’s lost soul to cross the Sanzu River in the direction of paradise. Jizo statues are dressed in red clothes, infant’s color. Despite the smile, Jizô performs a painful mission. I wanted to make a shrine with this strong theme.
Temple Zōjō-ji (1), Iwayasan Cave (2), Goa Jomblang Cave (3,6), Khao Luang Cave (4), Les-Planches-près-Arbois, La Cascade des Tufs (5):
Then, I found this shrine called Iwayasan Cave (2) and was very impressed by what people did with it. I wanted to transform this location into a hidden place and make a humid cavern with rare holes for the sunlight.
I was also inspired by Jomblang Cave (3), especially its depth of field and step-stair construction.
In this image from Thailand (4), the lighting creates the main focus area and I used it to enhance the main Buddha statue in my scene.
I also liked this plateau with small waterfalls in the foreground from France (5). I didn’t want to make big waterfalls like the one in the background that could distract the viewer from the focus area.
And on the farthest side, I wanted to add a well of light to illuminate the background.
Nostalgic Emotions
I wanted spectators to sense the same feelings that I had when I discovered a magical and mysterious environment as a child – a feeling of an ethereal and timeless world, a desire to explore this mysterious place, a sense of wonder and warmth, almost as if they were in a fantasy novel that they read when they were children. A little frightening but enticing at the same time.
When I read children's books, I looked everywhere for details. Sometimes, I found mysterious numbers or clues that were hidden in the environment. I loved this feeling of discovering an unexpected thing and imagining the purpose of it.
Art Direction
Sekiro: Shadows Die Twice is my principal reference for the artistic direction here, especially this artwork (1). That was my main reference and the guiding star, I recreate the colors, materials, mood, or even particles from it.
My main Buddha statue in the center was recreated from here (2) but in stone. I like how FromSoftware’s concept artist adds multiple instances of the same element on an object. That multiplication adds a sense of madness in certain circumstances.
Next, I wanted to make little spirits for my scene, as if children’s souls manifested themselves through them. Obviously, I was inspired by Princess Mononoke’s Kodamas (3) but I didn't want to use the cel-shading effect on these creatures. I preferred a translucent material like for the Corrupted Monk in Sekiro: Shadows Die Twice (4).
I was inspired by the way The Legend Of Zelda: The Wind Waker (5) designed their forest spirits. At a glance, we recognize what environment these spirits live in. And for the design of the spirits' masks, I chose two references. Firstly, this primitive stone mask from the neolithic period dating back to 7000 BC from the Musée Bible et Terre Sainte in Paris (perhaps, the oldest mask in the world) (6). Secondly, the shape of this Kokeisai Sanshō's mask called “Exaggerated Hyottoko Mask", late 19th/early 20th century, Japan (7).
Primitive Blockout
First of all, I needed to add placeholders in my scene before I sculpted it in detail. I started with primitives (1). I wanted multiple strata to make the scenery more interesting.
After that, I placed my main camera (2), it helped me to focus on the area. I chose a bottom view as I wanted to show the bridge, low strata, and most importantly, the props of my main Buddha in the foreground. This step allowed me to make some iterations on the main volumes in my scene.
Modeling Props
I chose three references for my main Buddha. For the concept, as I already mentioned, I used a piece from Sekiro: Shadows Die Twice Artbook. The statue is located in a humid environment, so I needed to add moss and water degradation on talismans (1, 2).
Finally, I moved to Substance Painter and Photoshop the baking and texturing.
UV maps, Diffuse, Normal, Ambient Occlusion, Roughness, and Metallic:
At the same time, I added little versions of my Buddha in the background and tested other elements like ropes on top of the main Buddha, making sure to let the environment breathe.
“White Flowers” by Ian Jun Wei Chiew and an image of an old water bridge from Alamy.com:
Material Function
I wanted some effects on my props to reproduce the mood of a humid cavern. Every prop in my scene has special effects added through functions. I followed the Youtube tutorials from Ben Cloward and Lukas’ Ramblings on these subjects. Firstly, a mossy function, it's useful for blending some objects.
Characters
I made two materials for my spirits. The shader for souls is translucent and the wood and moss are standard materials. In some ways, they melt into the background.
Environment FX
Firstly, I made drizzle, fog and some water drops. I wanted to reproduce the feeling of dampness.
I chose Tharlevfx’s free pack from UE4 Marketplace. This is a complete pack and I recommend it for any beginners.
Lighting and Composition Tips for Beginners
For beginners in UE4, I will demonstrate some composition guidelines, like the Rule of Thirds. It’s a composition technique beginner photographers usually start with. In my composition, I prefer to place the main subject in the center. Do you see the four points where the lines intersect? These are the thirds of the image. If you add your focus areas in these points, your subject will be accentuated in some ways.
I was inspired by this composition from Opera Noth's Don Giovanni in 2018 (see above). We can see some guiding lines in these images; such lines help lead the viewer's eyes through the image and focus attention on a specific area. Anything like paths, walls, ropes, patterns, etc. can be used as leading lines.
I also added some Japanese incense and a lot of buddhas behind the stone lantern. We can see this area on the left side of the main shot. These details bring more richness to the environment. I’m inspired by Iwayasan Cave with a lot of Buddha statues in its walls.
My directional light comes from the ceiling and highlights the main statue. With additional lights, I illuminated some places around the focus area. All of the lights are static and baked.
In the unlit view from buffer visualizations, we can see the object's color. We can see green, brown, and grey colors from vegetation, cavern walls, stalagmites, landscape, and moss. I choose analogous colors for the overall scene. Then, I added complementary colors for my focus area. Thanks to that, the spectator's eyes are drawn to the main Buddha. And finally, I chose triadic colors for my characters. This small addition makes them more attractive.
Conclusion
I am definitely happy with the final result. It’s my first environment in UE4 and I’m very proud of it. At the same time, I made my first advanced props and learned how to optimize the workflow and save time for my next projects. If you have any questions, tips, or suggestions, feel free to contact me.
Special Thanks
Special thanks to my mentors in environment design, Michael Desfroyennes and Xavier le Guen, who shared with me a lot of knowledge. And Alex Calvarez – I've learned a lot on how to create a story through the environment thanks to my summer internship.
Vincent Letang, Environment Artist
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