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Banteay Srei Temple, MA Final Project

*I am currently working on re-doing the lighting in this project!* 
This is my final project for my MA Game Art with Escape Studios! Banteay Srei is a Shaivite Hindu temple, consecrated 967 AD in the ancient Khmer city of Isvarapura, Angkor complex, Cambodia. It has been beautifully preserved and restored. I researched the site intensely in order to recreate it as respectfully as possible.

I am currently working on re-lighting this project!

Zbrush to Designer workflow

Zbrush to Designer workflow

Captured using Matt Cane's Texel Density Checker tool. Not used on world-aligned/ tiling materials, as the checker is based on UVs. I based my scene on a TD of 10.24, measurements of the site and knowing my highest walls would be approx 2m tall.

Captured using Matt Cane's Texel Density Checker tool. Not used on world-aligned/ tiling materials, as the checker is based on UVs. I based my scene on a TD of 10.24, measurements of the site and knowing my highest walls would be approx 2m tall.

Trim sheet resource kit I made

Trim sheet resource kit I made

Modular Kit using DiNusty Empire's edge mesh decal approach. Here the kit is partially assembled, ready for duplicating and rotating/mirroring. I sliced the platform for viewing, though!

Modular Kit using DiNusty Empire's edge mesh decal approach. Here the kit is partially assembled, ready for duplicating and rotating/mirroring. I sliced the platform for viewing, though!

My materials I created for the scene. I used Parrallax Occlusion Mapping in my master shader to pop the detail on flat geometry pieces, all across my scene. I also had randomized colour variation spread across all assets using world aligned textures.

My materials I created for the scene. I used Parrallax Occlusion Mapping in my master shader to pop the detail on flat geometry pieces, all across my scene. I also had randomized colour variation spread across all assets using world aligned textures.

Master Material, Environment

Master Material, Environment

Material Function, Albedo and Roughness variation

Material Function, Albedo and Roughness variation

A few of the high poly sculpts I created together

A few of the high poly sculpts I created together

I used a variety of retopo techniques:
- Dynamesh combined with retopo by hand
- Retopo by hand, mirrored mesh and UVs
- Separate parts Zremeshed and faces removed that you wouldn't see
- Simple shapes (cuboid) over mesh

I used a variety of retopo techniques:
- Dynamesh combined with retopo by hand
- Retopo by hand, mirrored mesh and UVs
- Separate parts Zremeshed and faces removed that you wouldn't see
- Simple shapes (cuboid) over mesh

Animated UVs by RGB masking sets of leaves in the shader and applying sine waves over time

Master Material, Foliage

Master Material, Foliage

LODs on ascending  assets and alcoves with figures inside

LODs on ascending assets and alcoves with figures inside

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