Asian Monastery Deep in the Mountains

Hello Everyone, back with another weekly update.
Changes :

  1. Updates to the foliage movement with a gradient to limit the overall movement of the mesh.
  2. new tree assets and flowers for variation.
  3. Boosted fps with some new optimization methods to run smoothly at 45-60fps on epic scalability.
  4. Re-did the tea table mesh and textures.
  5. added a new teapot (animation and texture adjustment not done yet).
  6. tweaked some niagara systems so that they were a bit more localized so the engine could offload them.
  7. added moss to the stone steps with vertex painting and some color variation.
  8. vertex painting on the wallpaper for dirt and discoloration.
  9. Light Adjustments and minor fixes to boost performance.





Also if anyone can help me, im having a problem with some of my light sources.
They’re quite literally Breaking.

Good stuff!

I can see a little Sekiro skulking around there…

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Hello Everyone, Back With Another Update :

  1. Modelled and Textured Some Scrolls and ran them through N-cloth sims to add some variation and realism.

  2. Adjusted some Lights and reduced the overall brightness of the teaouse because the light on the table was a bit too intense

  3. added fences to some other areas to block it out a bit better

  4. wanted to add leaves to some roofs with geometry because the decals are simply not good enough, but epic wasn’t letting me download Ue5.0 (smh) probably bugged or sth.

  5. started on a pseudo-hero asset, going to add an old water well to the environment

  6. the well and the bucket were modeled and i did the initial texturing pass, but its far from finished, i just placed the base materials on the UVs.

  7. I still need help with the flickering light sources.




Hello @Nyx.Nim !

After getting caught up with your updates, I must say that I love the serenity that the scene brings. The colors draw your eyes to the highlights in your scene very well. I also really appreciate that the pictures and writings look just as charming up close as they do far away.

For the smoke coming off the incense and steam from the pot, are they similarly sourced using the same colors or did you apply different means to make each of them?

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Hello Everyone, Back with another update :

  1. I Finished Modelling/Sculpting the New Assets.


  2. Did the UVs and Textures for both but the well’s Texturing isn’t completely Finished yet.

  3. Added New Bookmarks and Cinematics for the New Asset

  4. Changed The Playable Character from the Default one to one that fits the environment a bit better.

  5. The Rope for the well still isn’t modeled yet, but im looking into ways of modeling it very realistically with bends and curves.

the Light Situation is still persisting unfortunately.

Thank you so much, I really appreciate that, I’m trying my best to keep everything uniform, Theres definitely things id change if i were to go and do the project from scratch but this was a great learning experience.

As for the smoke and Steam, I’ve been fiddling around with particle systems Alot, Made them both using the same Niagara Particle Emitter but tweaked the noise curl and frequency of the steam to disappear sooner and to just have a bigger particle size, and just a general Alpha/Color tweaking.

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Hello again @Nyx.Nim !

Thank you so much for your response! I think I’ll have to try playing with the noise curl on my end a little bit. It’s coming along rather nicely and I adore that you switched the model for something more thematic. It made the video a lot more fun to observe!

Do you think you’ll be doing a full cinematic release walking around?

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Hey Everyone, back with another update :

  1. Finished the Texturing on the Well, although I had to revert to Tile-able textures instead of doing it in substance painter which resulted in some loss of detail in some areas.
  2. Added the rope for the well’s bucket
  3. changed the order of the cinematics so that it tracks a bit more cohesively.
  1. did another optimization pass on the textures and reduced most of the sizes.
  2. attempted to optimize my foliage by using grass made for nanite but the material used on them was very very complicated and heavy and I don’t have time to sit and try to analyse it and delete the unnecessary parts, so that was a bit of a wasted effort.
  3. Finally figured out one part of the flickering lights ( thank you foliage… ) so now thats resolved but the light sources in general are still flickering at certain view angles.
  4. I Tried Running a profiler while using the character to see the reason for the fps loss but I couldn’t find a way to open the audited file in the frontend section, my brain was too fried at this point but ill try to figure it out this week.



    Gonna Work on Fixing the overdraw as well during this week.

I dunno if u managed to fix ur simulation or not but i can send you my emitter settings if it would help.

Hello @Nyx.Nim !

Thank you for checking in! I did manage to make some progress and got it working like I wanted. Your assistance helped a lot in me getting there. I can’t thank you enough!

Hello Everyone, Back with another weekly update :

  1. to improve the story telling aspect of the environment i added a meditation zone also made a spot where fallen leaves were being sweeped into a basket.

  2. made cinematics for the 2 new spots

  3. softened the shadows for the spotlight coming in from outside the teahouse.

  4. made the fire vfx sprites a bit smaller to contain it in the stone lanterns.

  5. made 2 cinematics with character animations to add to the final cut.
    https://youtu.be/mn8Xo4dmVwA

  6. also im running the project in the preview version of UE5.6 where the performance is a bit better overall, but it crashes the gpu a bit too often which never happened in 5.5

you can now see the full project and the cinematics and assets on my artstation