Blockout Phase
This GitHub repository is archived and no longer actively maintained.
Due to storage limitations on GitHub's free tier for large projects (>5GB for this one!), this project has been migrated to GitLab, which offers more storage (10GB free tier).
Please find the active and updated repository here:
Step into tranquility. This is a collaborative project focused on creating a detailed and atmospheric Japanese Temple environment using Unreal Engine 5.5.1. This project serves as both a learning exercise and a portfolio piece, showcasing skills in environment art, level design, lighting, material creation, and collaborative workflows within UE5 using industry-standard tools like Maya, ZBrush, Substance Painter, and Photoshop.
Our goal is to build a visually captivating scene leveraging modern Unreal Engine features, with one team member focusing on creating high-quality 3D assets and the other integrating them into a cohesive and immersive level design. The project is internally referred to as JP_Temple.
- 🏯 Detailed Japanese Temple Environment: Crafting an authentic-feeling temple scene with surrounding natural elements.
- 🎨 High-Quality Custom Assets: Collaboration involves dedicated creation of 3D models and textures tailored for the scene using Maya, ZBrush, Substance Painter, and Photoshop.
- 💡 Atmospheric Lighting & Mood: Utilizing Unreal Engine's lighting and post-processing systems (e.g., Lumen, Nanite where applicable) to achieve a specific aesthetic.
- 🧱 Modular Design Approach: Building the environment using modular assets for flexibility and efficient iteration.
- 🚶♂️ Exploration Focus: Designing the layout to encourage visual exploration and appreciation of detail within the Japanese Temple scene.
- 🤝 Collaborative Workflow: Demonstrating effective teamwork between 3D asset creation and level integration/design within Unreal Engine.
- 📚 Learning & Portfolio: Serving as a practical application and demonstration of UE5 environment art skills and proficiency in the associated 3D toolchain.
- Engine: Unreal Engine 5.5.1 ⚙️
- Core Logic/Integration: Blueprints 📘 (Primarily for level setup, potentially minor interactions)
- Rendering Features: Aiming to utilize Lumen, Nanite (as appropriate for assets) ✨
- Asset Types: 3D Models (.fbx), Materials, Textures, Level Sequences (potentially for flythroughs) 🎨
- Collaboration Tools: GitHub 💾
- 3D Modeling Software: Autodesk Maya, ZBrush 🛠️
- Texturing/Image Editing Software: Adobe Substance Painter, Adobe Photoshop 🖌️
- ✅ Project Initialization: Empty UE 5.5.1 project created.
- ✅ Initial Folder Structure: Core content directories (
Assets,Materials,Master,Scenes,Textures) established within/Content/JP_Temple/. - ⏳ Blockout Phase: Currently blocking out the main layout and scale of the Japanese Temple environment within Unreal Engine.
- ⏳ Asset Creation: Initial mood board and references gathered; 3D asset creation by the designer is beginning/planned based on blockout using Maya/ZBrush/Substance Painter/Photoshop.
- 🎯 Next Steps: Finalize blockout, begin integrating initial custom assets, start basic lighting pass.
This GitHub repository is archived and no longer actively maintained.
Due to storage limitations on GitHub's free tier for large projects (>5GB for this one!), this project has been migrated to GitLab, which offers more storage (10GB free tier).
Please find the active and updated repository here:
All future updates and development will happen on GitLab. Thank you!
This project provides opportunities to learn and demonstrate proficiency in:
- Collaborative workflows between asset creation (using tools like Maya, ZBrush, Substance Painter, Photoshop) and level design in UE5.
- Modular environment construction techniques for a Japanese Temple setting.
- Advanced material creation and texturing.
- Atmospheric lighting using Lumen and other UE5 features.
- Scene composition and visual storytelling through environment design.
- Optimizing complex scenes for performance (future goal).
- ✨ Refine & Detail: Add intricate details, decals, foliage, and polish existing assets/materials for the Japanese Temple.
- 💡 Advanced Lighting Scenarios: Experiment with different times of day or weather conditions.
- 🎬 Cinematic Flythroughs: Create Sequencer shots showcasing the environment.
- 🚶♂️ Basic Interactivity: Potentially add simple interactions or ambient effects (e.g., opening doors, wind effects).
- 🧩 Expand the Scene: Increase the scope of the Japanese Temple environment (e.g., add surrounding areas, interiors).
- Core Environment Assets: Custom-made by MD Imran Khan using Maya, ZBrush, Substance Painter, and Photoshop. Level design and integration by Fahim Kamal Ahmed
- Other Assets: Currently, no third-party assets are planned. If any are used later, attribution details will be added here or in a dedicated
ATTRIBUTIONS.mdfile.
Copyright © 2025 Fahim Kamal Ahmed, MD Imran Khan
All Rights Reserved.
This project is publicly visible for demonstration and educational purposes. We grant the following permissions for Non-Commercial Use only:
- You may view the source code and assets in this repository.
- You may download the project for personal study and learning about the techniques used.
- You may modify the assets or code from this project for your own non-commercial learning, educational exercises, or personal portfolio display.
- You may use assets or code (including your permitted modifications) from this project in your own non-commercial projects (e.g., personal portfolio pieces, educational exercises) provided that you give clear attribution to the original creators (Fahim Kamal Ahmed, MD Imran Khan, and link to this repository: https://github.com/FahimKamal/UE_JP_Temple) in your project's description or credits.
Without explicit written permission from the copyright holders, you may NOT:
- Use any part of this project (code, assets, concepts, permitted modifications) in any commercial product, service, or project.
- Distribute, sell, or sublicense this project, its assets, or any modifications thereof in any form (other than as part of your own attributed non-commercial project as permitted above).
- Remove or obscure any copyright or attribution notices.
Permission for Commercial Use:
If you are interested in using this project or its assets for commercial purposes, please contact Fahim Kamal Ahmed to discuss licensing options. Granting of permission is at the sole discretion of the copyright holders and will likely involve specific terms, conditions, and potential licensing fees or revenue sharing agreements.


