Project

Tokyo, in the rain
A backstreet built from scratch in Blender using projected photographic textures for realistic detail. Emissive signs, lanterns, and lightboxes bring the scene to life, while wet pavement textures, rain, glow, and Photoshop color grading create a moody atmosphere.

Starting from real places
Before modeling, I gathered straight-on photos of Japanese storefronts to use as projected textures. These became the realistic shop fronts, faded shutters, and neon-lit backstreets. Layering simple geometry with these textures added depth while capturing the quiet, cluttered atmosphere of a late-night in Japan.





Photographs, projected onto boxes
The facades aren't modelled in detail they're simple blocks with photographs projected straight onto them with the method being taken from a youtube tutorial by Max Hay. The process is simple: take a flat reference of a storefront, project it onto the box, and you get believable frontage for almost no geometry. The FamilyMart is exactly this: one photo, one box. If it a light, add an emission and if its a window, lower the alpha on the Principled BSDF node to keeping the image texture and the whole scene looking a bit more real.


Faking a deep city
Instead of modeling an entire city, I layered building assets by Max Hay throughout the background to create a dense skyline. A Volume Scatter adds atmospheric depth, while the fixed camera angle sells the illusion, making the scene feel much larger than it really is.



Before the grade
Straight out of Blender, the image feels flat and a little too clean despite going through a bit of compositing. The mood was further emphasized afterwards in Photoshop with a colder color grade, film grain, and a rain texture. These details transformed the scene from a simple 3D render into something that feels like a real photo taken in the rain.


The staircase room
Same discipline, different mood — an underground stairwell instead of a street. Set-dressing the room piece by piece, mixing practical light sources with the dark, pushing tile and concrete textures until they hold up close, and shooting it through a fisheye to make the space wrap around you.


Built, not generated
No AI in these images: every scene starts as grey blockout geometry and gets there one pass at a time — modelling, projection, emission, lighting, grade. These are real iterations from along the way, kept as proof of work.



Viewport breakdowns
Screen recordings straight from the Blender viewport are coming here — wireframes, the projection setup, and the lighting rig, shown as they actually exist in the file.
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