Zoshigaya Station
Blockout geometry.

Blockout geometry.

Basic scene geometry before being taken into engine.

Basic scene geometry before being taken into engine.

The decals in my scene are created by extracting pieces from real photos from Japan. I processed them in Photoshop and Substance Painter into PBR enabled textures to be used in engine.

The decals in my scene are created by extracting pieces from real photos from Japan. I processed them in Photoshop and Substance Painter into PBR enabled textures to be used in engine.

I used world aligned texture masking on the decals to create variations in their wear throughout the scene.

I used world aligned texture masking on the decals to create variations in their wear throughout the scene.

PBR imperfection and light switch decals.

PBR imperfection and light switch decals.

Floor bump material bake.

Floor bump material bake.

Like my signage decals, the posters used in my scene are extracted and processed into PBR textures from real photographs of informational and advertisement posters found in Japan.

Like my signage decals, the posters used in my scene are extracted and processed into PBR textures from real photographs of informational and advertisement posters found in Japan.

To achieve a moving escalator, I created a scalable spline blueprint.

To achieve a moving escalator, I created a scalable spline blueprint.

Escalator blueprint nodes.

Escalator blueprint nodes.

Real life photograph of Zoshigaya Station.

Real life photograph of Zoshigaya Station.

Real life photograph of Zoshigaya Station.

Real life photograph of Zoshigaya Station.

Real life photograph of Zoshigaya Station.

Real life photograph of Zoshigaya Station.

Zoshigaya Station

During my travels visiting my buddy in Japan, one of the flights I took out of Tokyo was scheduled early in the morning and I had to be on the first train out of Zoshigaya Station. As I was making my way down to the platform I took a few pictures on my camera of the uniquely empty and silent station escalator that would serve as my key reference. After returning home and editing my photos, I was inspired to make this 3D environment to try and capture that moment.

As I was creating my textures, I really wanted to include some genuine aspects of the station. I asked my buddy to take some photos of some specific signage and posters from the station to send to me. I was able to process those photos into PBR assets for use in my textures and decals.

I had a great time making this piece and learning more about the environment pipeline in Unreal Engine.

Special Thanks to Domenic Dedomenico for the photos and to Christopher Poplin for mentorship through my process.

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