So recently I decided to make some minor changes to the overall layout of the scene. Now in doing so it has made the scope slightly more challenging but not unreachable. The environment is heavily based off of large architecture. Which can be significantly more challenging to look good in comparison to doing a project on a much smaller scope.
Development of the scene:
Initial blockout:
Refined blockout:
The difference between the two is enormously different, and overall I'm happy with the development and the scope seems achievable.
Tilling Stone:
Very quickly in substance designer I decided to make a basic material that I could then use in substance painter. Or even for tilling materials in engine. But using a base material will keep everything consistent inside the scene in terms of colour and readability in the materials of my mesh.
Pillars:
One of the biggest assets in the scene are the architectural pillars leading to the shrine area. Since their first iteration I've gone away and got some better references with incredibly detailed trims that could fit really well into the scene.
Zbrush Sculpt:
I feel that these have a lot of visual interest in them that can be really key to the scene, making the environment feel very grand. I also created one trim piece that could be repeated a few times, but it's interesting enough that it still reads well and looks visually interesting. Despite being repeated 4 times on the one mesh.
I'm pre planning the best way to UV this for good texture resolution. These pillars stand at a huge 6 metres tall, so braking them down into modular pieces using 2 materials and ontop of that splitting the geometry in half, UV one half of the mesh and mirror and weld the mesh back together afterwards, That way I can keep a better resolution for the mesh.
Tilling Floor:
Since learning about tilling geometry, I wanted to also use this for my floor as I found it to be a much faster process for me.
I wanted to break away from the straight rows of slabs, so creating a higher variation of different sized and placed slabs. Next step will be to UV and texture them- as they're beneath the players feet, it will be important to make sure they are very high in quality.




