
Artist / Tornike Gedianidze
2026 / Environment Study + Day & Night
Sakura Shrine
A secluded shrine among cherry blossoms, shown by day and by night, with stone paths, torii gates and forest spirits leading the eye through the scene.
Artwork / Tornike Gedianidze
Explore the galleryProject profile
Production snapshot
Sakura Shrine is a wooden shrine in a cherry blossom forest, reached by stone steps and a staircase of red torii gates. Owl and fox statues, moss-covered stone spirits and a pool among the roots fill its corners. Tornike Gedianidze built it for day and night; the gallery compares the two, then breaks the scene down into its trees, architecture, roofs, rocks and foliage.
- Services
- Stylized Art, 3D Environments, Texturing & Materials
- Platforms
- Environment Study, Day & Night
- Year
- 2026
- Made with Unreal Engine, Blender, ZBrush, SpeedTree, RizomUV, Substance 3D Painter, Substance 3D Designer and Photoshop.
Story
From direction to finished environment
Challenge
Keep a dense, colourful shrine readable, with paths and gates guiding the eye instead of competing with the blossoms, in both daylight and lantern-lit night.
Approach
Repeated gates and stepped paths guide the eye through the scene. Warm wood and pink blossoms stand against the greens of the forest by day; cool blue and purple tones frame the lantern light at night.
Result
One environment that holds two moods, with breakdowns of the shrine, paths, architecture, rocks and foliage that build it.
Visual gallery
Explore the environment
01 / 2 comparisons
Day & night
Two paths through the same world. Drag across each view to see how sunlight, cool forest tones, and warm lanterns change the atmosphere.




02 / 4 frames
Details in the landscape
A closer look at the shrine, expressive stone spirits, and small pockets of water and foliage that give the setting its character.
03 / 5 frames
Environment breakdown
The supporting pieces, presented together: tree variations, modular architecture, tiled roofs, sculpted rocks, and the foliage kit.
Making of
How it was made
Camera first
The main camera angle was locked before anything else, then the landscape was built out around it, so the level design and every addition serve that view.
Depth like a painting
Lanterns and foliage in the foreground are balanced against the shrine behind them, layering the frame from front to back for a painterly sense of depth.
Architecture, props and trees
The shrine’s modular architecture and the key props were modeled and textured for the scene, with tiling textures and sculpted stylized trees.
Foliage that moves, moss that matches
Dynamic foliage shaders keep the vegetation moving, and a custom moss workflow keeps the detail consistent across the stone assets and the terrain.
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