This project was my attempt to learn more about working with UE5, especially the material creation. I wanted to test a flexible workflow that would allow me with a relatively small number of new assets to create visual variety, by using mask-driven materials that blend tileable textures via material functions .That way i was not restricted by making unique albedo textures for every variation, i could scale the assets however i want , and could achieve the look of Hindu -themed shrines & altars made of different types of stone, or wood while using the same meshes, same base normal maps and in some cases the same masks. The triplanar mapping of the tileable materials ensure that there is a good detail regardless of the scale of some statues or other elements.
Another goal was to reuse small number of baked assets to create big variety, and use parallax occlusion decals in order to be able to quickly map & change trim details on some elements of the shrines.
Additional challenge was making the tileable carved wood texture, but it proved that can be used for a wide variety of wooden materials, including painted wood.
Additional help:
For the ground materials , vegetation assets and the majority of the tileable textures, i used the Quixel Megascan library
Candles particle FX - Mega Candles Pack
Lighting - Ultra Dynamic Sky
Music : "Ganesha" by Danijel Zambo, "Sindhu" by Simon Folwar