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Ruins - Mansion Environment Scene

This is a personal environment art project created as a learning-focused exploration of real-time workflow and stylized environment production, inspired by concept art by Soyun Lee 이소연 (https://www.artstation.com/artwork/JeGloa). My goal was to deepen my understanding of environment creation pipelines while improving both artistic and technical skills.

Throughout the project, I focused on developing efficient workflows for trim sheet texturing, performance-aware asset creation, and environment map building from concept. I also explored Blender’s particle systems, animation, and lighting tools to bring subtle motion and life into the scene.

In addition, I practiced modular environment techniques, vertex painting, and material development to build reusable and flexible assets. This project became a strong learning experience in balancing visual fidelity with optimization while strengthening my foundation in real-time environment art workflows.

Real-Time Environment Animation

Final Render

Final Render

Reference Image

Reference Image

Focused on trim detail creation and careful UV placement to keep textures consistent, efficient, and reusable across multiple assets.

Focused on trim detail creation and careful UV placement to keep textures consistent, efficient, and reusable across multiple assets.

Modular pillar set designed with variation for flexible environment assembly. Built from a shared base module and adjusted into multiple forms to create visual diversity while maintaining consistency and efficiency across the scene.

Modular pillar set designed with variation for flexible environment assembly. Built from a shared base module and adjusted into multiple forms to create visual diversity while maintaining consistency and efficiency across the scene.

Worked on trim texture creation and UV mapping to maintain consistency while maximizing detail and performance.

Worked on trim texture creation and UV mapping to maintain consistency while maximizing detail and performance.

Used vertex painting to blend materials and add variation, and optimized statue topology to keep it clean and efficient while preserving detail.

Used vertex painting to blend materials and add variation, and optimized statue topology to keep it clean and efficient while preserving detail.

Tree and Leaves Animation

PBR Trim Texture Set 01

PBR Trim Texture Set 01

PBR Trim Texture Set 02

PBR Trim Texture Set 02

Material Setup & Shader Workflow - Building Base and Grunge Texture

Material Setup & Shader Workflow - Building Base and Grunge Texture

Material Setup & Shader Workflow - Leaf Card and Moss Texture

Material Setup & Shader Workflow - Leaf Card and Moss Texture