Wednesday 14 January 2015

Japanese Cherry Blossom Diorama

Once we had finished our Sidescroller project and presented it, it was time to start another project. No rest for the wicked!

We were given a range of industrial briefs which we could choose from. So I decided to pick the diorama brief. I had to create a small diorama scene with a selection of small assets and one hero asset. For the scene I must have included the following Hero Asset (prop or vehicle), terrain piece and small props such as rocks and vegetation. We had 3 weeks to do this project and theme was determined by myself. There was no concept needed but a key image to work from at least.
The piece I decided to do was a Japanese Cherry Blossom Tree. I wanted to do this as my diorama piece because I knew for my FMP that was to come in the new year that I was going to work on a Japanese Garden. So I wanted to practice my tree modelling and texturing.

This is the key image that I used that I wanted to re-create for my diorama:
Key Image


First of all I started researching Japanese trees. I didn’t know exactly what type of tree I wanted to go for so I looked at a wide range and then felt strongest about a Japanese cherry blossom tree. I felt this would be good to practice. Once I had found my key image I went ahead and started to model my tree. I modelled it using splines and then path deforming the cylinder I created. I purposely went ahead and used a lot of tris first of all so I could then merge all the branches together so it flowed nicely into each branch. Once all the branches were merged I then went ahead and got rid some of the tris that weren’t needed and got rid of any n-gons. I took this into zbrush and worked into adding details such as bumps, folds and knots like a normal tree. I then used an alpha brush to add some texture. I then decided to start focusing up on the leaves. I created a high poly leaf which I then duplicated and FDD modified to make it slightly different to the rest. I then created two smaller high-poly branches in which I would then object paint the leaves on. I used the rump object paint so that the leaves towards the end of the branch would be smaller. Once I was happy with that I then went ahead and edited the leaves separately, so that there was no negative space. Once I had done that I then baked it down onto a plane so I could then use it for alphas later.

Once I have finished that I then went back to my main tree and baked down the high to low poly. Once I had done that I then went ahead and arranged my alpha branches on one singular low poly branch to then object paint on my tree. Once I had roughly painted my alphas onto my tree I manually rotated and moved them to fill in the space left.

I created my terrain by putting it into zbrush and then baking it down.


Once done I took it then into Unreal and worked in a particle system to create falling blossom. I took my plane of my blossom and then created an alpha in which I then created a particle effect to create a falling blossom. 
Final UE4 screenshot

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